Democrat Senator Chris Murphy of Connecticut was recently speaking with left wing podcaster Jennifer Welch and floated the idea of having the government regulate the internet in order to prevent the public from electing another Donald Trump.
Congress/Govt can’t balance a budget, prevent fraud or level with the American people, but it will be able to regulate the Internet?
Not once does it ever seem to dawn on Democrats that their ideas are the problem. No. The public is just getting things wrong, and voting wrong, and must be corrected by the government.
These are the people calling Trump supporters fascists and authoritarians.
Townhall has more details:
Connecticut Sen. Chris Murphy has renewed calls for censorship, arguing on Jennifer Welch’s podcast that government needs to set rules that make “people feel more powerful.” Murphy pointed to minimum-wage laws, rebuilding “healthy institutions” in local communities, and “regulating the internet” as central government projects. Never mind that the opposite is true.
Murphy went on to explain that a central purpose of internet regulation would be making Americans less likely to “fall for a bulls**t demagogue like Donald Trump,” a remarkably open admission that his goal is censorship, using government power to shape what voters see, hear, and believe.
“And so government should build a set of rules in which people feel more powerful,” Sen. Murphy said. “That’s why the minimum wage is so important, and people feel more connected. That’s why rebuilding healthy institutions in your town should be a project that government is involved in. That’s why regulating the internet so that you’re spending less time alone on Instagram should be an important government project.”
“And if people are feeling more powerful and less lonely, then they are gonna be less likely to fall for a bulls**t demagogue like Donald Trump,” he said. “And so my book is about how do you rebuild a sense of connectedness to your neighbors, a sense of power in your life so that it becomes a prophylactic to demagogues like Donald Trump.”
Here’s the video:
What Murphy is essentially saying here is that things would be great, if only Democrats controlled what people can see and read on the internet.
They are exactly the authoritarians that they accuse others of being.
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Declassified docs link Lyme disease epidemic to US bioweapons program
Project 112: The hidden bioweapons expansion
Defense Secretary Robert McNamara authorized Project 112 in 1962, creating what researchers describe as a bioweapons program “almost as large and secretive as the Manhattan Project.” The program involved 134 scheduled tests from 1962-1974 with production facilities capable of breeding 100 million infected mosquitoes monthly and 50 million fleas weekly.
The program’s existence was “categorically denied by the military” until 2000, when a CBS News investigation forced acknowledgment. Documents show the program involved “every branch of the U.S. armed services and intelligence agencies” with testing sites spanning multiple countries.
Operation Big Itch in 1954 successfully deployed 670,000 fleas from cluster bombs, proving arthropods could survive aerial deployment and “soon attached themselves to hosts.” The test validated bioweapons capable of covering “a battalion-sized target area and disrupt operations for up to one day.”
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Parents’ Screen Habits Linked To Teens’ Gaming
A large-scale study tracking more than 7,400 American adolescents over two years found that parents’ own screen habits were tied to their teenagers playing more video games, including titles rated for mature audiences. Habits in question included how often parents used devices around their kids, whether screens were on during meals, and whether screens were used around bedtime or in bedrooms. Parents who tracked and set limits on their children’s screen time, by contrast, saw their teens gaming less and playing fewer violent or adult-themed titles down the road.
Findings published in the World Journal of Pediatrics arrive as roughly 85% of American teenagers report playing video games and 41% play daily. With gaming woven into adolescent life, the study offers parents something concrete: early evidence on which household habits around screens matter most.
Parents’ Screen Habits Are Tied to More Mature-Rated Gaming
A straightforward idea from psychology anchors this research: kids learn by watching what adults around them do. When parents frequently use devices in front of their children, teenagers appear to take that as license for their own screen use, including games built for adults.
Researchers led by Jason M. Nagata at the University of California, San Francisco, analyzed data from the Adolescent Brain Cognitive Development Study, one of the largest ongoing studies of child health in the country. Adolescents averaged 12.9 years old at the start, just over half were male, and about 43% came from racial or ethnic minority backgrounds. Parents answered questions about household screen rules, then teens reported their own gaming behavior one and two years later.
Researchers adjusted for household income, parental education, a teen’s age, sex, race and ethnicity, and how much gaming was already happening at the outset, and the patterns held up. Parents who used more screens around their kids saw those teens more likely to play mature-rated games later on. Screens on during meals brought a similar result: teens in those homes were more likely to play mature-rated games, spent more time gaming on weekends, and showed slightly higher rates of what researchers call problematic gaming, when play starts interfering with school, relationships or daily life. Screens used around bedtime followed the same pattern, with teens more likely to play mature-rated games and log more overall gaming time.
One notable finding involved parents who used screen time as a reward or punishment. Rather than curbing gaming, that approach was tied to more problematic gaming and more total playtime. Researchers suggested framing screen time as something to be earned might make it more appealing, or that it could trigger the pull toward independence common in adolescence. Those are proposed explanations, not confirmed causes.
Not every result pointed toward caution. Parents who simply kept track of screen time saw teens play fewer mature-rated games and log less gaming overall. Parents who set firm limits saw clearer results still, with lower odds of mature-rated play and fewer weekend hours logged.
Boys and Girls Respond Differently to Parents’ Screen Habits
Sex differences also emerged. When parents modeled heavy screen use, boys showed a rise in mature-rated gaming, while girls did not. Monitoring was linked to lower problematic gaming specifically for boys, and meals with screens on were tied to more gaming time for both sexes, slightly more so for boys. Researchers described these differences as small and called for more study.
The Link Is Real, but the Effect Is Small
An important caveat threads through the findings: while the associations were statistically meaningful, their size was modest, and no single habit was a powerful predictor on its own. Still, researchers argued small, consistent effects matter at scale, given that three-quarters of American households own game consoles and more than 90% of children over age two play some video games. Researchers could not prove that parenting habits directly caused the shifts, and families with less structure around screens may differ from others in unmeasured ways. Because the study followed the same adolescents over time rather than surveying them once, it offers sturdier evidence than most prior research, though participants excluded for missing data skewed toward racial or ethnic minorities and lower-income households, a gap that may limit how broadly the findings apply.
In an era when tech advice for parents often feels contradictory or thin on evidence, this study offers something more grounded. It points to something parents may overlook when managing a teen’s gaming: their own behavior around screens matters too.
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Chinese Gangsters Turned This California Paradise into a Marijuana Factory
Yreka, California—Siskiyou County is one of the most beautiful places on Earth. It sits against the towering backdrop of Mount Shasta and is surrounded by more than a million acres of farmland and forest. But in recent years, Chinese nationals have invaded this serene Northern California paradise to build an illegal cannabis empire.
Chinese nationals, including some associated with the Chinese Communist Party, run massive illegal marijuana operations just beneath Mount Shasta. They and the county’s other illegal growers rake in billions of dollars per year, and terrorize the rural community with shootings, gang violence, and trafficking. This massive criminal enterprise operates in the shadows of America’s most populous state.
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