Psychology phenomena ladder

Basically, psychological diseases such as anxiety/depression and phobias/manias may not be regarded as diseases but rather merely as psychological phenomena. This is because of two reasons: 1) they can be experienced by almost all people (then it is quite embarrassing to find all people psychologically ill) and 2) they can happen in varying degrees and in different time lapses.

The origin of psychological disease/phenomenon seems to be the specific set of characters that the person builds up from the very beginning of life and throughout life especially during the first few years. This argument may be supported by the assumption/observation that certain psychological conditions would be experienced by some persons in some life stages but not by others in the same life stages. For examples, anxiety would me more in young adults with little experiences who tend to be sensitive (good-spirited and ambitious) and righteous, while depression may be more experienced by materialistic (intellectual and chance chasing) and self-centred persons.

Such naturalizing of psychological diseases/ phenomena would, from one side, reduce the emotional burden given by those experiences, and revise the significance/role of medical treatment of psychological conditions, from the other side. Indeed, nonmedical or conservative treatment would be the general rule while the medical treatment may be needed only on occasional basis. However, every psychological case should be considered individually and the treatment plan should be, hence, very specific for that person.

As the extent of psychological experiences varies in terms of obviousness/picture, duration and pattern, those experiences may be ordered in a ladder of ascending phenomenal grades. Although that view would implicitly mean a mode of diseases/condition evolution, neither the relay between stages nor the completion of the whole track may be strict.

This scheme sheds light on the importance of the insight of the person as a determinant for favourable/unfavourable psychological path. It implies also the role of the person’s will, i.e. choice – to a certain degree – as to where to direct his/her emotional and spiritual investment.

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Moral Health Pits.

What should “games” add to this medical blog? They may attract more people especially those who do not have medical background or interests. Of course, posting an interesting item for the public may not be an easy job, but the question always is how fine and useful that idea or post could be.

Indeed, computer games did give me here some inspiration. Now with some reflection, playing games may have healthy aspects other than spending a pleasant time. Let’s discover this view together.

Introduction

Moral problems can negatively affect our health either directly or indirectly. By moral problems I mean bad habits (e.g. cigarette smoking), weak morals (e.g. inpatience) and illogical thinking (e.g. unreasoned fear). Indeed, such moral problems may pave the way for a punch of psycological illnesses and bodily diseases as well. “Moral Health Pits” will focus light on health and personal threatening moral pits and may thereby alarm us not to fall in those pits or even to help get out of them.

Players

Many players are expected to share in the game, but for necessity reasons a single player may also be practical.

Mode of the game

The mode is quite flexible where face masks, pictures or name cards can be used. Of course, game computerizing is also fine.

Tips

Each participant player would blindly choose a number of cards, each showing a certain moral pit. Then, a dialogue will be played for each problem separately, as follows:

Patient: Help me come out.

Helper: What is wrong with you?

Patient: I lie. I am a liar.

Helper: Have you been long there?

Patient: Yes, dear. A few years or so.

Helper: I would help with pleasure, but say one reason why do you need help.

Patient: Well. Lying is a bad thing that puts me deep down. I want be really up.

Helper: That’s fine. You are out and congratulations, dear.

Score

The player has a health credit of 100 at the beginning of the game. The sum of harm potentials of the concerned moral pits (drawn blindly by the player) is subtracted from the initial health credit. After solving a certain pit its potential is added positively to the actual health credit. By the end of this game round the health credit should be 100.

Moral health pits (their harm potential)

1- Eating unduly much (-5).

2- Going to bed unduly too late (-5).

3- Waking up unduly late (-10).

4- Systematically delaying jobs to a later time  (-10).

5- Not dare to learn new good things (-10).

6- Not having a plan (-15).

7- Undue pessimism (-15).

8- Unreasoned fear (-20).

9- Lack of interest (-20 ).

10- Obcessions (-20).

11- Nervousness (-20).

12- Rashness (-30 ).

13- Self understimation (-30).

14- Unreasoned passion, irrealistic (-35).

15- Always find others to blame for any fault (-40).

16- Self overstimation and self admiration (-40).

17- Bad smoking habits (-40).

18- Stealing objects or money (-45)

19- Materialistic attitude (-45).

20- Tricky attiude (-50).

21- Denying favors by others (-50).

22- Feeling jealous to others’ success (-55).

23- Having hate to someone (-55).

24- Think to revenge (-60).

25- Being guiltily sexually minded (-60).

26- Negative attitude (-60 ).

27- Telling lies (-70).

Emotional whirl

It is not a secret to blame emotional state for one’s health problems and deranged productivity. Yet, the implication of that emotional aberrance or “whirl” may be more than it could be thought of particularly in naturally oversensitive and intellectual persons. In an extreme adoption of this emotional perspective of human health a considerably large sector of psychic, psychosomatic and mental illnesses may no longer be considered as abnormal.

A reliable key to interprete some physical complaint, e.g weakness or fatigue, or unusual feeling like lostness as being of emotional origin is that it would happen unexpectedly, i.e. out of situational context, and there could be also several unrelated complaints. For people who are unaware of such emotional basis of these health phenomena the situation may be embarrasing enough and undue management may be made, when assurance and a glass of normal water could be the best thing to offer.

An emotional whirl – as I am trying to name overflooding emotions here – may take quite different forms. The person may have insomnia, loss of appetite, some headaches, and other things one may find in a psychiatric textbook. Once possible organic (?) causes can be excluded by the qualified doctor, appropriate life style and social manibulation should be very helpful and the person enjoys a happy and productive life very proudly.

The Lucky Gatherer

What should “games” add to this medical blog? They may attract more people especially those who do not have medical background or interests. Of course, posting an interesting item for the public may not be an easy job, but the question always is how fine and useful that idea or post could be.

Indeed, computer games did give me here some inspiration. Now with some reflection, playing games may have healthy aspects other than spending a pleasant time. Let’s discover this view together.

Introduction

A healthy human should not only keep defending against bad things that would make disease and discomfort but also have the initiative that would help achieving goals like enjoying agreable social life and making his/ her own family. Here, this game “The Lucky Gatherer” would help us understand and appreciate this aspect.

Players

Many players are expected to share in the game, but for necessity reasons a single player may also be practical.

Mode of the game

The mode is quite flexible where face masks, pictures or name cards can be used. Of course, game computerizing is also fine.

Tips

The lucky gatherer will walk around, or even travel or fly to quite distant lands, in very different and contrasting nice and attractive places, e.g. garden, shops, parks, cafes, etc. The rewrads and surprises gathered in each place will depend on the appropriate qualities the lucky gatherer would think of within 3 seconds.

Score

The player has a fortune of zero at the beginning of the game. Gathering 5-45 points means unsatisfactory; 50-85 considerable; and 90-100 big fortune and winning the game.

Qualities (their benefit potential); and example of a corresponding situation

1- A shining smile (+5); on walking up in the morning.

2- A nice body language (+5); on giving a speech at work-place.

3- Simply and elegantly dressed (+5); on going out for shopping.

4- Teeth brushed few days ago but still fine (+5); on going for an appointment.

5- Voice is full of courage and passion (+10); on talking to somebody.

6- Help needy people even when not asked for help (+10); in a public transport vehicle.

7- Being a good listener (+10); somebody introduces him/herself.

8- Give complement in right time and place (+10); during a conversation.

9- Give opinion openly, quietly and politely (+10); a discussion with family members.

10- Share mind  in public, quietly and politely (+10); a discussion in service auto.

11- Being interested in people (+15); in the work place.

12- Have personal demands always in mind (+15); on going out in a picknic.

13- Think of many things together but do one at a time (+15); on going out for a visit.

14- Keep notes for plans and ideas and revise these regularly (+15); in the rest time.

15- Can live alone but like to have companions (+20); in daily life activity.

16- Have a good access to outside world (+20); on dealing with customers.

17- Read effectively (+20); in free time.

18- Know other languages (+20); on watching TV.

19- Have high work/time efficiency (+20); in daily life activity.

20- Able to learn and advance (+20); on deciding for a new job.

21- Learning from past mistakes (+25); on dealing with other people .

22- Benefit from point of views of others (+25); on doing professional tasks.

23- Work on understanding own needs (+25); on choosing a partner.

24- Keen on priorities and work on them timely (+25); in a shopping.

25- Making decision in time and accomodate consequences (+30); on guessing your interest in somebody/ something.

26- See well around and grasp quickly place and time provisions (+40); on attending a social ceremony.

27- Being passionate and practical (+40); on expending money.

28- Making many good friends(+50); along with daily life events .