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Author: mdy.bsky.social (did:plc:v5frcpxle3kewgerx63yovug)

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uri:
"at://did:plc:v5frcpxle3kewgerx63yovug/app.bsky.feed.post/3kznqb333xl2n"
cid:
"bafyreib46dvm3uzrvsmzlejotdhw3sd456pmmzmh3fah7b5nrqzjdt66ce"
value:
text:
"My favorite part of the piece—mainly for the point it makes but also because of the video game metaphor."
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embed:
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images:
  • alt:
    "In the preceding section, I’ve focused primarily on Trust & Safety interventions that aim to either preserve health (i.e., health protection) or prevent, slow, or repair harm (i.e., harm reduction). 
    
    To use a video game metaphor, I’ve described actions that are designed to prevent our character from taking damage (shield), slow the rate of damage experienced (armor), or heal them (potion)."
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  • alt:
    "For Trust & Safety work to be successful and sustainable, however, our efforts must also include interventions that promote health and build resiliency – or, to go back to the video game analogy, interventions that will make our character’s life meter longer and give us more health capacity (i.e., health promotion)."
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langs:
  • "en"
reply:
root:
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"bafyreierty4bh7tjrz2jsmoi7hjhkmbp7sdjc63uu4e6osgzqc2uwryotm"
createdAt:
"2024-08-14T04:56:53.853Z"