"Computer game addict plays until he faints!"
"Strangled to death: 13-year-old girl dies while performing the TikTok blackout challenge"
"Children as young as 8 years old take nude photos of themselves and sell them online"
"Death drug "TikTok" - How children are driven crazy on the social network.
More and more challenges are claiming lives."
"Minors can easily access military killer training games"
Headlines like these make us take responsibility: in addition to all the extremely helpful technical possibilities, work
simplifications and innovations, the digitalization that has become indispensable also harbours enormous risks.
The use of digital media begins at an early age.
According to a study by the German Institute for Trust and Security , 11% of three-year-olds already use the Internet.
With increasing age, the period of use increases dramatically.
Young people are online for several hours a day, mostly via smartphone , and the trend is rising.
A DAK study revealed that during the corona lockdown, the average daily usage time of computer games
among children and young people increased by 75%.
Around 700,000 children and young people in Germany exhibit pathological computer gaming behavior.
In so-called pathological computer game behavior, or computer game addiction, the focus is so strongly on gaming that other
important areas of life such as work, school, social relationships, health and
personal interests are completely neglected.
Most gaming apps are designed for "almost endless use".
If you interrupt the game during play, you could sometimes lose your score, while in other
cases you would be rewarded for playing every day.
This excessive media consumption is not only harmful to health, but also to family life and school success.
Children and young adults isolate themselves, avoid social contact and hardly get any exercise.
To avoid a meal or toilet break, some even use a catheter or place a bucket by the gaming table.
Their only interruption is sleep.
Anyone who tries to limit their consumption will experience withdrawal symptoms.
In affected households, conflicts escalate particularly when parents want to restrict cell
phone use or regulate the use of a particular app.
This leads to everything from aggressive outbursts of rage to suicide threats or homicides if those affected are not allowed to
consume their "media drug", reports the physician Bert te Wildt.
He is head physician at the Psychosomatic Clinic Kloster Dießen.
And please, dear viewers, do not believe that these are extreme isolated cases. Such cases are increasing exponentially.
The WHO itself, as a sub-organization of the Masonic UN, , includes pathological gambling
in its catalog of diagnoses as a real disease.
Of course, only after such behavior was knowingly encouraged by their allies, such as UNESCO. More on this later.
At this point at the latest, you have to wake up and realize that there is no difference to other life-destroying drugs!
Added to this are social media
Platforms such as TikTok in particular are criticized for encouraging dangerous trends through their
algorithms and promoting extreme and provocative content.
The "challenges" of social media in particular are increasingly putting lives at risk and exerting psychological
pressure on young people who are trying to become "famous" :
l Swallowing cinnamon by the spoonful - can lead to choking and pneumonia
l Bonemashing - deliberate smashing of bones for more striking facial features
Chroming - the inhalation of toxic substances with a high risk of poisoning
l Arson in schools - deliberate setting fire to toilets
The "creativity" of users knows no bounds, and new, disturbing trends are constantly emerging that lead to death.
To name just a few examples: In April 2024, a 13-year-old girl from the district of
Kassel died in a blackout challenge on TikTok.
This kind of test of courage involved squeezing the air out of yourself to the point of unconsciousness.
The "Blue Whale" challenge claimed the lives of more than 100 young people in Russia at the time; they
committed suicide as the last challenge of the game.
What was once a cause for concern has long since become a silent epidemic.
Since 2015, the psychological stress of young girls looking for their idols on Instagram has increased dramatically.
With devastating consequences: The number of hospitalizations for self-mutilation is skyrocketing.
Brief insert: Instagram was acquired by Facebook back in 2012.
The well-known founder of Facebook, Mark Zuckerberg, was one of the top 12 coronavirus crisis profiteers
He and his cronies from the gaming industry have also made a fortune from social media and computer games, while they
are well aware of the almost diabolical addictions into which not only young people are deliberately maneuvered.
"Recent studies also see a high potential for addiction in the use of social media; online sex addiction is also particularly
common," the ZDF Panorama news reports hypocritically.
They briefly address the risks of gaming addiction in their elaboration on Gamescom 2024, only to include a three-quarter
hour documentary immediately afterwards, in the same essay, in which producers, investors, players etc
... have their say on the positive aspects of gaming.
With the final whining on all sides that Germany is not one of the leading countries in computer game production,
they are playing right into the hands of the federal government with their self-destructive plan...
The federal government supports computer games with millions and millions of taxpayers' money.
Despite the devastating consequences described above, the German government is funding the development of
computer games with millions of euros in taxpayers' money.
In the last six years, the federal government is said to have already paid out 200 million euros to game developers.
Every year, 50 million euros or more were available from Habeck's coffers, " although the traffic light coalition has struggled
for nothing so much as money from the very beginning." .
The horrendous funds from the federal government also supported rather unusual and completely unnecessary projects
such as "Granny Chicken Run" or an Oktoberfest simulation.
The alleged aim of these measures is to strengthen Germany's competitiveness in game development.
Not to forget, computer games have been officially considered a cultural asset in Germany since 2008,
or more precisely an "intangible cultural asset".
This was decided by the German Cultural Council, the umbrella organization of German cultural associations.
The German Cultural Council is also a member of the German UNESCO Commission.
Small insertion: The Masonic UNESCO has 194 member states in its contributor stranglehold, and as a UN specialized agency it runs
five main programs for education, natural sciences, social sciences and humanities,
culture, and communication and information.
Its budget for the two years 2024 and 2025: 1.68 billion US dollars, 586 million of which is financed by membership fees.
Germany is the fourth largest contributor to UNESCO after the USA, China and Japan.
With the flimsy justification that numerous games are also dedicated to the environment and climate change, i.e. goals of
the 2030 Agenda, these justifications are supposed to provide seemingly plausible reasons for tying young people
to their chairs with invisible shackles and turning them into brainwashed slaves of the government.
And the latter statement is not made up out of thin air; there are already studies on this too:
The study by the University of Ulm, for example, shows that excessive gaming changes the structure of the
frontal lobe in the brain - the region responsible for impulse control and decision-making.
A decrease in gray matter in the frontal lobe was observed after just 6 weeks of daily play of an online game. With consequences
such as: impaired memory, reduced concentration, orientation difficulties and even personality changes and even depression.
Digital Pact Germany
Not enough of the distraction media in everyday life, the governments went even further.
E.g. As part of Germany's Digital Pact, schools were to be equipped with broadband connections and digital end devices such
as tablets, smartphones and whiteboards across the board using federal funds, i.e.
taxpayers' money, to the tune of five billion euros.
The advocates of digitalization are remarkably eloquent in their assurances that the point of all this is to teach children
how to use devices "sensibly", "responsibly" and "competently".
We quote the neurobiologist Prof. Dr. Teuchert-Noodt on this:
"The "Digital Pact" will go down in history as a "digital impossibility pact" The child's brain cannot do digital.
Only students who have previously obtained an analog school-leaving certificate can use media
“responsibly,” says Ms. Teuchert-Noodt in simple terms.
She even goes one step further and believes that even parents and teaching staff lack sufficient skills.
"Typing and swiping prevents any learning.
Arithmetic, reading, and writing remain fundamental skills that must be realistically inscribed in nerve networks.
In addition, the use of digital devices at school and at home is generally extremely addictive for children and adolescents.
It is becoming increasingly difficult for young people who are used to smartphones and computers to obtain a driving licence.
Their brain is inadequately prepared for the complex space-time processing involved in road traffic.
In addition, digital addiction at the wheel carries just as high a risk as drug or alcohol abuse, says Teuchert-Noodt.
"Our politicians would be well advised to immediately refrain from digitally upgrading schools.
Refrain from wasting billions on technical devices for the IT industry and making an
entire growing generation of children ill ."
Conclusion:
Now please don't think that this development is a coincidence.
As was shown in this program, behind the intangible cultural asset "computer game", which was specifically promoted by
UNESCO, the federal government, the Cultural Council and others, lies a calculated addiction trap of the highest order.
And no one will be able to make the excuse that they didn't see the danger coming.
The sources shown in the credits are publicly accessible studies and are well known to the originators.
And the tech elite, who know better than everyone else, deliberately keep their own children away from digital media and
let them grow up without mobile technology wherever possible.
In California's Silicon Valley, for example, where the billion-dollar tech industry and many of the big players such as
Apple, Google, Amazon, Facebook and others are based, the next generation is deliberately sent to schools where blackboard,
pen and paper are used instead of tablet and chatGPT.
"The idea that an app on an iPad can teach my children better reading or arithmetic is ridiculous," says
Alan Eagle, former communications manager at Google.
Apple founder Steve Jobs once admitted that his children were not allowed to use the iPad that was released at the time.
Microsoft founder Bill Gates also explained in an interview that his children were not allowed to own cell phones
until the age of 14, after which their use was regulated.
Interestingly, both Microsoft and Apple are active in the education sector.
They both want to help schools prepare for a future in a digitalized world.
It could hardly be more hypocritical!
At our state schools, however, digitalization is eating its way through like a cancer.
At the beginning of 2025, 75 leading German scientists from various disciplines appealed to the German
government to stop digitalization in schools and preschools.
The experts led by media educator Professor Ralf Lankau take stock and explain that teaching with tablets and laptops is
causing school performance in the core skills of reading, arithmetic, writing and
the level of education to continue to fall.
At the same time, the children suffer from psychological stress such as anxiety, depression and loneliness.
But instead of taking warning signals from experts seriously, ten-year-olds are already playing ego-shooter
games that were originally developed for the military to blunt and brutalize adult men, e.g. US soldiers.
Of course, the German Cultural Council is also talking its way out of this: The Entertainment Software
Self-Regulation Body (USK) is doing its job while assigning the age rating for computer games.
But let's be honest, every packet of cigarettes, for example, contains a deterrent warning, which doesn't really
prevent smokers from continuing to smoke in self-control.
Anyone who thinks age labeling has any effect is a fool!
And while everyone stares transfixed at their screens, the world is being pushed into
even deeper enslavement to the would-be rulers.
Anyone who still believes that this is a harmless leisure activity is closing their eyes to reality.
Because one thing is certain: free apps are paid for with your lifetime - and a
distracted society does not ask critical questions.
It would be possible to shut down all harmful media overnight - just as any educational website, no matter
how small, is blocked if it reveals unpleasant facts.
We must brand the aforementioned string-pullers and the consequences of their actions
for what they are - crimes against humanity.
So, dear viewers, stay on the ball with us and spread the word about this program! Thank you very much.