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Addiction and Expression

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2 citations

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01 Jan 1963

2 citations

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1 citations


References
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Journal ArticleDOI

[...]

145 citations

Book

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01 Jan 2004
TL;DR: Stone's Perilous Times as mentioned in this paper investigates how the First Amendment and other civil liberties have been compromised in America during wartime, and delineates the consistent suppression of free speech in six historical periods from the Sedition Act of 1798 to the Vietnam War.
Abstract: Geoffrey Stone's Perilous Times incisively investigates how the First Amendment and other civil liberties have been compromised in America during wartime Stone delineates the consistent suppression of free speech in six historical periods from the Sedition Act of 1798 to the Vietnam War, and ends with a coda that examines the state of civil liberties in the Bush era Full of fresh legal and historical insight, Perilous Times magisterially presents a dramatic cast of characters who influenced the course of history over a two-hundred-year period: from the presidents-Adams, Lincoln, Wilson, Roosevelt, and Nixon-to the Supreme Court justices-Taney, Holmes, Brandeis, Black, and Warren-to the resisters-Clement Vallandingham, Emma Goldman, Fred Korematsu, and David Dellinger Filled with dozens of rare photographs, posters, and historical illustrations, Perilous Times is resonant in its call for a new approach in our response to grave crises

145 citations

Journal ArticleDOI

[...]

TL;DR: Participants who met the IGDS criteria for video game addiction displayed poorer emotional, physical, mental, and social health, adding to the growing evidence that video game addictions are a valid phenomenon.
Abstract: Background The Internet Gaming Disorder Scale (IGDS) is a widely used measure of video game addiction, a pathology affecting a small percentage of all people who play video games. Emerging adult males are significantly more likely to be video game addicts. Few researchers have examined how people who qualify as video game addicts based on the IGDS compared to matched controls based on age, gender, race, and marital status. Method The current study compared IGDS video game addicts to matched non-addicts in terms of their mental, physical, social-emotional health using self-report, survey methods. Results Addicts had poorer mental health and cognitive functioning including poorer impulse control and ADHD symptoms compared to controls. Additionally, addicts displayed increased emotional difficulties including increased depression and anxiety, felt more socially isolated, and were more likely to display internet pornography pathological use symptoms. Female video game addicts were at unique risk for negative outcomes. Limitations The sample for this study was undergraduate college students and self-report measures were used. Conclusions Participants who met the IGDS criteria for video game addiction displayed poorer emotional, physical, mental, and social health, adding to the growing evidence that video game addictions are a valid phenomenon.

77 citations

Journal Article

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TL;DR: In this article, the authors investigated and compared the social skills of students addicted to computer games with normal students and found that the individuals addicted to these games have less social skills than normal students.
Abstract: Background: This study aimed to investigate and compare the social skills of students addicted to computer games with normal students. The dependent variable in the present study is the social skills. Methods: The study population included all the students in the second grade of public secondary school in the city of Isfahan at the educational year of 2009-2010. The sample size included 564 students selected using the cluster random sampling method. Data collection was conducted using Questionnaire of Addiction to Computer Games and Social Skills Questionnaire (The Teenage Inventory of Social Skill or TISS). Findings: The results of the study showed that generally, there was a significant difference between the social skills of students addicted to computer games and normal students. In addition, the results indicated that normal students had a higher level of social skills in comparison with students addicted to computer games. Conclusion: As the study results showed, addiction to computer games may affect the quality and quantity of social skills. In other words, the higher the addiction to computer games, the less the social skills. The individuals addicted to computer games have less social skills. Keywords: Computer games, Addiction to computer games, Social skills, Guidance school students.

40 citations

Book ChapterDOI

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01 Jan 2015

8 citations