1.
Television program
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It may be a single production, or more commonly, a series of related productions. A limited number of episodes of a show may be called a miniseries or a serial or limited series. Television series are without a fixed length and are divided into seasons or series. While there is no defined length, U. S. industry practice has traditionally favored longer television seasons than those of other countries, a one-time broadcast may be called a special, or particularly in the UK a special episode. A television film is a film that is initially broadcast on television rather than released in theaters or direct-to-video, a program can be either recorded, as on video tape, other various electronic media forms, played with an on-demand player or viewed on live television. Television programs may be fictional, or non-fictional and it may be topical, or historical. They could be primarily instructional or educational, or entertaining as is the case in situation comedy, a drama program usually features a set of actors playing characters in a historical or contemporary setting. The program follows their lives and adventures, except for soap opera-type serials, many shows especially before the 1980s, remained static without story arcs, and the main characters and premise changed little. If some change happened to the characters lives during the episode, because of this, the episodes could be broadcast in any order. Since the 1980s, there are series that feature progressive change to the plot. For instance, Hill Street Blues and St. Elsewhere were two of the first American prime time television series to have this kind of dramatic structure. While the later series, Babylon 5 is an example of such production that had a predetermined story running over its intended five-season run. In 2012, it was reported that television was growing into a component of major media companies revenues than film. Some also noted the increase in quality of television programs. When a person or company decides to create a new series, they develop the elements, consisting of the concept, the characters, the crew. Then they offer it to the networks in an attempt to find one interested enough to order a prototype first episode of the series. They want very much to get the word out on what types of shows they’re looking for, to create the pilot, the structure and team of the whole series must be put together. If the network likes the pilot, they pick up the show to air it the next season, sometimes they save it for mid-season, or request rewrites and further review
2.
Drug
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A drug is any substance that, when inhaled, injected, smoked, consumed, absorbed via a patch on the skin, or dissolved under the tongue, causes a physiological change in the body. In pharmacology, a drug, also called a medication or medicine, is a chemical substance used to treat, cure, prevent. Traditionally drugs were obtained through extraction from plants, but more recently also by organic synthesis. Pharmaceutical drugs may be used for a duration, or on a regular basis for chronic disorders. Another major classification system is the Biopharmaceutics Classification System and this classifies drugs according to their solubility and permeability or absorption properties. Psychoactive drugs are chemical substances that affect the function of the nervous system, altering perception. They include alcohol, a depressant, and the nicotine and caffeine. These three are the most widely consumed psychoactive drugs worldwide and are also considered recreational drugs since they are used for rather than medicinal purposes. Other recreational drugs include hallucinogens, opiates and amphetamines and some of these are used in spiritual or religious settings. Some drugs can cause addiction and all drugs can have side effects, excessive use of stimulants can promote stimulant psychosis. Many recreational drugs are illicit and international such as the Single Convention on Narcotic Drugs exist for the purpose of their prohibition. The transitive verb to drug arose later and invokes the psychoactive rather than properties of a substance. A medication or medicine is a drug taken to cure or ameliorate any symptoms of an illness or medical condition, the use may also be as preventive medicine that has future benefits but does not treat any existing or pre-existing diseases or symptoms. In the United Kingdom, behind-the-counter medicines are called pharmacy medicines which can only be sold in registered pharmacies and these medications are designated by the letter P on the label. The range of medicines available without a prescription varies from country to country, medications are typically produced by pharmaceutical companies and are often patented to give the developer exclusive rights to produce them. Those that are not patented are called generic drugs since they can be produced by other companies without restrictions or licenses from the patent holder, pharmaceutical drugs are usually categorised into drug classes. A group of drugs will share a chemical structure, or have the same mechanism of action. Another major classification system is the Biopharmaceutics Classification System and this groups drugs according to their solubility and permeability or absorption properties
3.
Gambling
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Gambling is the wagering of money or something of value on an event with an uncertain outcome with the primary intent of winning money or material goods. Gambling thus requires three elements be present, consideration, chance and prize, the term gaming in this context typically refers to instances in which the activity has been specifically permitted by law. However, this distinction is not universally observed in the English-speaking world, for instance, in the United Kingdom, the regulator of gambling activities is called the Gambling Commission. Gambling is also an international commercial activity, with the legal gambling market totaling an estimated $335 billion in 2009. In other forms, gambling can be conducted with materials which have a value, many popular games played in modern casinos originate from Europe and China. Games such as craps, baccarat, roulette, and blackjack originate from different areas of Europe, a version of keno, an ancient Chinese lottery game, is played in casinos around the world. In addition, pai gow poker, a hybrid between pai gow and poker is also played, many jurisdictions, local as well as national, either ban gambling or heavily control it by licensing the vendors. Such regulation generally leads to gambling tourism and illegal gambling in the areas where it is not allowed, there is generally legislation requiring that the odds in gaming devices are statistically random, to prevent manufacturers from making some high-payoff results impossible. Since these high-payoffs have very low probability, a bias can quite easily be missed unless the odds are checked carefully. Most jurisdictions that allow gambling require participants to be above a certain age, in some jurisdictions, the gambling age differs depending on the type of gambling. For example, in many American states one must be over 21 to enter a casino, E. g. Nonetheless, both insurance and gambling contracts are typically considered aleatory contracts under most legal systems, though they are subject to different types of regulation. Under common law, particularly English Law, a contract may not give a casino bona fide purchaser status. For case law on recovery of gambling losses where the loser had stolen the funds see Rights of owner of money as against one who won it in gambling transaction from thief. This was a plot point in a Perry Mason novel, The Case of the Singing Skirt. Religious perspectives on gambling have been mixed, ancient Hindu poems like the Gamblers Lament and the Mahabharata testify to the popularity of gambling among ancient Indians. However, the text Arthashastra recommends taxation and control of gambling, ancient Jewish authorities frowned on gambling, even disqualifying professional gamblers from testifying in court. For these social and religious reasons, most legal jurisdictions limit gambling, in at least one case, the same bishop opposing a casino has sold land to be used for its construction. Although different interpretations of law exist in the Muslim world
4.
Methamphetamine
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Methamphetamine is a strong central nervous system stimulant that is mainly used as a recreational drug and less commonly as a treatment for attention deficit hyperactivity disorder and obesity. Methamphetamine was discovered in 1893 and exists as two enantiomers, levo-methamphetamine and dextro-methamphetamine, Methamphetamine properly refers to a specific chemical, the racemic free base, which is an equal mixture of levomethamphetamine and dextromethamphetamine in their pure amine forms. Dextromethamphetamine is a much stronger CNS stimulant than levomethamphetamine, both methamphetamine and dextromethamphetamine are illicitly trafficked and sold owing to their potential for recreational use. Levomethamphetamine is available as a drug for use as an inhaled nasal decongestant in the United States. While dextromethamphetamine is a potent drug, racemic methamphetamine is sometimes illicitly produced due to the relative ease of synthesis. In low doses, methamphetamine can elevate mood, increase alertness, concentration and energy in fatigued individuals, at higher doses, it can induce psychosis, breakdown of skeletal muscle, seizures and bleeding in the brain. Chronic high-dose use can precipitate unpredictable and rapid mood swings, prominent delusions, Methamphetamine is known to have a high addiction liability and dependence liability. Heavy recreational use of methamphetamine may lead to a post-acute-withdrawal syndrome, unlike amphetamine, methamphetamine is neurotoxic to human midbrain dopaminergic neurons. It has also shown to damage serotonin neurons in the CNS. This damage includes adverse changes in structure and function, such as reductions in grey matter volume in several brain regions. Methamphetamine belongs to the phenethylamine and substituted amphetamine chemical classes. It is related to the other dimethylphenethylamines as an isomer of these compounds. Methamphetamine is sometimes prescribed off label for narcolepsy and idiopathic hypersomnia, in the United States, methamphetamines levorotary form is available in some over-the-counter nasal decongestant products. As methamphetamine is associated with a potential for misuse, the drug is regulated under the Controlled Substances Act and is listed under schedule II in the United States. Methamphetamine hydrochloride dispensed in the United States is required to include a warning regarding its potential for recreational misuse. Methamphetamine is often used recreationally for its effects as a potent euphoriant and stimulant as well as aphrodisiac qualities, according to a National Geographic TV documentary on methamphetamine, an entire subculture known as party and play is based around methamphetamine use. Members of this San Francisco sub-culture, which consists almost entirely of gay male methamphetamine users, due to its strong stimulant and aphrodisiac effects and inhibitory effect on ejaculation, with repeated use, these sexual encounters will sometimes occur continuously for several days on end. The crash following the use of methamphetamine in this manner is often severe
5.
Video game addiction
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Video game addiction is hypothesized to be an excessive or compulsive use of computer games or video games, which interferes with a persons everyday life. Video game addiction may present itself as compulsive gaming, social isolation, mood swings, diminished imagination, however, proposed criteria for Internet Gaming Disorder are included in Section 3, Conditions for Further Study. Contradictions in research examining video game addictiveness may reflect more general inconsistencies in video game research, for example, while some research has linked violent video games with increased aggressive behavior other research has failed to find evidence for such links. Video game addiction is a concept than internet gaming addiction. APA suggests, like Khan, the effects of video game addiction may be similar to those of other proposed psychological addictions, excessive use of video games may have some or all of the symptoms of drug addiction or other proposed psychological addictions. Some players become more concerned with their interactions in the game than in their broader lives, APA has developed 9 criteria for characterizing the proposed Internet gaming disorder, Pre-occupation. Do you spend a lot of thinking about games even when you are not playing. Do you feel restless, irritable, moody, angry, anxious or sad when attempting to cut down or stop gaming, or when you are unable to play. Do you feel the need to play for increasing amounts of time, play more exciting games, do you feel that you should play less, but are unable to cut back on the amount of time you spend playing games. Do you lose interest in or reduce participation in recreational activities due to gaming. Do you lie to family, friends or others about how much you game, do you game to escape from or forget about personal problems, or to relieve uncomfortable feelings such as guilt, anxiety, helplessness or depression. Do you risk or lose significant relationships, or job, educational or career opportunities because of gaming, one of the most commonly used instruments for the measurement of addiction, the PVP Questionnaire, was presented as a quantitative measure, not as a diagnostic tool. According to Griffiths, all addictions are essentially about constant rewards, Griffiths proposed that addiction has six components, salience, mood modification, tolerance, withdrawal, conflict, and relapse. But, APAs 9 criteria for diagnosing Internet gaming disorder were made by taking point of departure in 8 different diagnostic/measuring tools proposed in other studies, thus, APAs criteria attempt to condense the scientific work on diagnosing Internet gaming disorder. The World Health Organization has also proposed possible categories for gaming disorder for the forthcoming International Compendium of Diseases, a group of 26 scholars wrote an open letter to the WHO, suggesting that the proposed diagnostic categories lacked scientific merit and were likely to do more harm than good. One meta-analytic review of pathological gaming studies concluded that about 3. 0% of gamers may experience symptoms of pathological gaming. In its report, the Council used this two-hour-per-day limit to define gaming overuse, however, the ESA document cited in the Council report does not contain the two-hour-per-day data. In a 2005 Toms Games interview, Maressa Orzack estimated that 40% of the players of World of Warcraft were addicted, but she did not indicate a source for the estimate
6.
Internet addiction disorder
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Internet addiction disorder, more commonly called problematic Internet use, refers to excessive Internet use that interferes with daily life. Problematic Internet use is also called compulsive Internet use, Internet overuse, problematic computer use, another commonly associated pathology is video game addiction, or internet Gaming Disorder. IAD was originally proposed as a disorder in a hoax by Ivan Goldberg, M. D. in 1995. He used this term because it was a fit to his parody. This idea he conjured was to demonstrate the Diagnostic and Statistical Manual of Mental Disorders handbooks complexity and rigidity. Goldberg himself has redefined IAD as a pathological Internet use disorder to avoid what he started as a joke to be thought of as an officially diagnosed addiction, Goldberg mentioned that to receive medical attention or support for every behavior by putting it in to psychiatric nomenclature is ridiculous. Goldberg added if every overdone behavior can be an addiction that would lead us to have support groups for individuals that consistently cough or are addicted to books. He took pathological gambling, as diagnosed by the Diagnostic and Statistical Manual of Mental Disorders, IAD receives coverage in the press, and the possible future classification of it as a psychological disorder continues to be debated and researched in the psychiatric community. A systematic review of PIU literature identified the lack of standardization in the concept as an impediment to advancing this area of study. Other online habits such as reading, playing games, or watching very large numbers of Internet videos are troubling only to the extent that these activities interfere with normal life. IAD is often divided into subtypes by activity, such as gaming, online social networking, blogging, email, excessive, overwhelming, or inappropriate Internet pornography use, opponents note that compulsive behaviors may not necessarily be addictive. Internet addiction is a subset of a technology addiction. Widespread obsession with technology goes back at least to radio in the 1930s and television in the 1960s, a conceptual model of PIU has been developed based on primary data collected from addiction researchers, psychologists, and health providers as well as older adolescents themselves. That study identified seven concepts, or clusters, that make up PIU using a concept mapping approach, the last three constructs have not been previously identified. Risky Internet use are behaviors that increase risks of adverse consequences and it is not just the amount of time spent on the Internet that puts an adolescent at risk, how the time is spent is also an important consideration. The impulsive use construct describes an inability to balance or control of internet use in relation to everyday life. Finally, the dependent use construct reflects the more severe symptoms that are associated with addictions. Thus, internet addiction may represent a form of PIU
7.
Nicotine
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Nicotine is a potent parasympathomimetic stimulant and an alkaloid found in the nightshade family of plants. Nicotine acts as a receptor agonist at most nicotinic acetylcholine receptors, Nicotine is found in the leaves of Nicotiana rustica in amounts of 2–14%, the tobacco plant Nicotiana tabacum, Duboisia hopwoodii and Asclepias syriaca. Nicotine constitutes approximately 0. 6–3. 0% of the dry weight of tobacco, less than one millionth of that concentration is found in edible Solanaceae such as eggplants and tomatoes. It functions as a chemical, consequently, nicotine was widely used as an insecticide in the past. An average cigarette yields about 2 mg of absorbed nicotine, and in lesser doses of that order and this stimulant effect is a contributing factor to the addictive properties of tobacco smoking. Nicotines addictive nature includes psychoactive effects, drug-reinforced behavior, compulsive use, relapse after abstinence, beyond addiction, both short and long-term nicotine exposure have not been established as dangerous to adults, except among certain vulnerable groups. At high-enough doses, nicotine is associated with poisonings and is potentially lethal, Nicotine as a tool for quitting smoking has a good safety history. There is inadequate research to show that nicotine itself is associated with cancer in humans, Nicotine in the form of nicotine replacement products is less of a cancer risk than smoking. Nicotine is linked to birth defects. During pregnancy, there are risks to the later in life for type 2 diabetes, obesity, hypertension, neurobehavioral defects, respiratory dysfunction. Nicotines mood-altering effects are different by report, in particular it is both a stimulant and a relaxant, first causing a release of glucose from the liver and epinephrine from the adrenal medulla, it causes stimulation. Users report feelings of relaxation, sharpness, calmness, and alertness, like any stimulant, it may very rarely cause the often uncomfortable akathisia. By reducing the appetite and raising the metabolism, some smokers may lose weight as a consequence, Nicotine also extends the duration of positive effects of dopamine and increases the sensitivity of the brains reward system to rewarding stimuli. Most cigarettes contain 1–3 milligrams of inhalable nicotine, studies suggest that when smokers wish to achieve a stimulating effect, they take short quick puffs, which produce a low level of blood nicotine. At very high doses it dampens neuronal activity, the primary therapeutic use of nicotine is in treating nicotine dependence in order to eliminate smoking with the damage it does to health. Controlled levels of nicotine are given to patients through gums, dermal patches, lozenges, studies have found that these therapies increase the chance of success of quitting by 50 to 70%, though reductions in the population as a whole have not been demonstrated. Nicotine is frequently used for its effects on cognition, alertness. Nicotine is commonly consumed as a drug for its stimulant effects
8.
Television Addict
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Television Addict was the A-side of the debut single by The Victims, an early punk rock band from Perth, Western Australia. The song is a mainstay of compilations of Australian punk from the 1970s and it was co-written by singer-guitarist Dave Faulkner and drummer James Baker. The slow, menacing, bass line, played by Rudolph V, is also a prominent feature of the recording, the Victims released the single independently in late 1977 or early 1978, with Im Flipped Out Over You on the B-side. Lyrically, Television Addict revolves around a youth who went out and shot someone, the song is, in large part, a satirical comment on the tendency to blame popular culture for crime, rather than individuals, or broader social problems. The song ends by questioning why other social phenomena are not attributed to TV programs, just because I watch Dinah Shore, doesnt mean my brain has slipped, the band broke up in 1979. During the mid-1980s, Baker and Faulkner were briefly reunited in the Hoodoo Gurus, the Hoodoo Gurus later recorded Television Addict, and issued it as a bonus track on Crank. Victims Television Addict Australian Punk 1978 on YouTube
9.
Telly Addicts
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Telly Addicts is a game show that aired on BBC1 from 3 September 1985 to 29 July 1998 and hosted by Noel Edmonds. Two teams sat opposite each other on sofas, the final series in 1998 had three teams of two players. The original format had two teams of four people with a winner-stays-on format, the challengers had to try to beat the champions to win and return as the champions in the next show, whilst the champions were simply playing to retain their title. This backfired somewhat after a family, the Payne family. The format changed to a tournament format and it involved 16 teams in eight qualifying heats. There was no series in 1997, the show returned in 1998 with a massive revamp with new rounds and rules. Instead of two teams, there were now three teams of two players and the tournament format was dropped and these changes were first exhibited in a special Christmas edition in 1997 before a full series commenced the following year. TV Clip, The only round to be retained in its format for the new series. Each team was given a classic TV clip and had to answer 3 questions related to the clip with 1 point for each correct answer, someone who worked on a classic TV show, was asked what would be the 10 best things that summed up the programme. Each team had 60 seconds to guess as many as they could, in The Box, A mystery celebrity was concealed inside a multi-coloured box and answering general knowledge TV questions correctly allowed for a small panel to be opened. Each question was one point, with three points for managing to correctly guess the mystery celebrity. If a team got the celebrity guess wrong, they are out for the rest of the round. Following the reveal, the celebrity guest would ask a question in return for a small prize. After this round, the team with the least points was eliminated, the Pyramid, One member from each of the two remaining teams had to stand in a small pyramid and answer question on a particular subject on TV. 1 point for each correct answer, World TV, Teams were shown a small film documenting the kind of TV shown in a foreign country and then took in turns answering questions on what they saw. 1 point for an answer but incorrect answers saw the question passed onto the opposition. Raiders Of The Lost Archive, Taking in turns, the teams selected a category from a grid of nine and were asked a question from it, the lowest scoring team after this game was eliminated. The team had 60 seconds to get to the top, if they did, they won a holiday, usually to the shown in the World TV round but if they failed
10.
Social aspects of television
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The social aspects of television are influences this medium has had on society since its inception. The belief that this impact has been dramatic has been largely unchallenged in media theory since its inception, however, there is much dispute as to what those effects are, how serious the ramifications are and if these effects are more or less evolutionary with human communication. They refer to this finding as the social surrogacy hypothesis and this benefit is considered a positive consequence of watching television, as it can counteract the psychological damage that is caused by isolation from social relationships. Several studies have found that television has many advantages. The Media Awareness Network explains in its article The Good Things about Television that television can be a very powerful, similarly, while those exposed to negative role models suffered, those exposed to positive models behaved better. The rich array of pejoratives for television indicate a disdain held by people for this medium. Newton N. Minow spoke of the vast wasteland that was the programming of the day in his 1961 speech. Complaints about the influence of television have been heard from the U. S. justice system as investigators and prosecutors decry what they refer to as the CSI syndrome. Television has also credited with changing the norms of social propriety, although the direction. Milton Shulman, writing about television in the 1960s, wrote that TV cartoons showed cows without udders and not even a pause was pregnant, Shulman suggested that, even by the 1970s, television was shaping the ideas of propriety and appropriateness in the countries the medium blanketed. He asserted that, as a pervasive and ubiquitous medium, television could create a comfortable familiarity with and acceptance of language. Television, as well as influencing its viewers, evoked a response from other competing media as they struggle to keep pace. The research was conducted with 30,000 people during the period between 1975 and 2006 and this contrasted with a previous study, which indicated that watching TV was the happiest time of the day for some people. Based on his study, Robinson commented that the effects of television may be likened to an addictive activity, producing momentary pleasure but long-term misery. One theory explains that when a person plays video games or watches TV, a study conducted by Herbert Krugman found that in television viewers, the right side of the brain is twice as active as the left side which causes a state of hypnosis. Research shows that watching television starting at an age can profoundly effect childrens development. These effects include obesity, language delays, and learning disabilities, physical inactivity while viewing TV reduces necessary exercise and leads to over-eating. Language delays occurs when a child doesnt interact with others, children learn language best from live interaction with parents or other individuals
11.
Histone-modifying enzymes
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The packaging of the eukaryotic genome into highly condensed chromatin makes it inaccessible to the factors required for gene transcription, DNA replication, recombination and repair. Eukaryotes have developed mechanisms to overcome this repressive barrier imposed by the chromatin. The nucleosome is composed of an octamer of the four core histones around which 147 base pairs of DNA are wrapped, several distinct classes of enzyme can modify histones at multiple sites. The figure on the right enlists those histone-modifying enzymes whose specificity has been determined, there are at least eight distinct types of modifications found on histones. Enzymes have been identified for acetylation, methylation, demethylation, phosphorylation, ubiquitination, sumoylation, ADP-ribosylation, deimination, Histone deacetylases Histone methyltransferase Histone acetyltransferase Nucleosome Chromatin PRMT4 pathway