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Journal ArticleDOI

Addiction and Expression

TL;DR: In this article, the authors explore the question of how the First Amendment should treat intentionally addictive speech, and argue that intentionally addictive expression does not merit First Amendment coverage, under current doctrine, any such regulation would need to satisfy strict scrutiny.
Abstract: Addictive products—tobacco, alcohol, gambling, and the like—have been considered legitimate regulatory targets for millennia, a tradition into which both Founding-era and modern America comfortably fits. Expressive products—newspapers, books, movies, and video games—on the other hand, have been considered essentially immune from content-based regulation, thanks to the First Amendment. But what if the content of an expressive product makes it addictive? Which tradition must give in: the ancient ability of legislatures to protect society at large from the wide-ranging impacts of addiction, or the legal shield that has generated a thriving culture of artistic independence? This Article is the first to explore the question of how the First Amendment should treat intentionally addictive speech. Social scientists indicate that certain behavioral addictions premised on compulsive use of expressive products—in particular, video games and pornography—are real dysfunctions of the brain, explainable in part by the intentional choices of developers and producers to create addictive products. And regulators are beginning to unsteadily lurch into action, without any evidence that they are taking the First Amendment into account. This Article proposes that, under current doctrine, any such regulation would need to satisfy strict scrutiny. It then argues for a departure and a recognition that intentionally addictive expression does not merit First Amendment coverage.

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4 citations

Book
01 Jan 1963

2 citations

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1 citations

References
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Book
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.

117 citations

Journal Article
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.

44 citations

Journal ArticleDOI
TL;DR: The results indicated that normal students had a higher level of social skills in comparison with students addicted to computergames, and the higher the addiction to computer games, the less the social skills.

16 citations