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The History of HIV/AIDS
Imagine a disease that was usually fatal and could spread each and every time two people have sex. Now imagine that that disease progressed so slowly that it took an average of ten years from the time of infection until the infected person's death, sometimes as much as twenty years. Let's also imagine that the disease was caused by a virus so small, a mere 130 millionth of a millimeter in diameter, that if it was magnified several times, it still could not be seen with the naked eye. And what if the disease affected mostly people in the prime of their lives, rather than at the end of their years? And what if the disease produced hideous symptoms like purplish blotches on the skin, extreme fatigue, and severe weight loss? And imagine that disease was new and spreading around the world at an alarming rate, infecting tens of millions of people.
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  Computer Addiction
Computer Addiction
Computer addiction is an obsessive addiction to computers. The term was used by M. Shotton in 1989 in her book Computer addiction. It is relatively recent academically, since widespread use of computers by the general public for non-professional purposes only began in the 1990s. However, there are examples of obsessive recreational users dating back to the first time-shared computer games, and many NetNews users were considered obsessive in the 1980s. An extension of this behavior is the theorized Internet addiction disorder, symptoms of which are pathological or problematic Internet use. As gaming in the form of PC games and game consoles from various companies like Nintendo and Sega caught on and spread through the end of the millennium, the use of Internet as an increasingly viable medium for communication also rose, and traditional offline activities such as politics and dating began to take advantage of online capability. As a result, computer addiction became a more serious study, and a more vocal social concern. With the almost-ubiquitous use of computers in the 21st century, it has become increasingly difficult to distinguish users who are merely highly engaged in their computer use from those who could be considered truly addicted. Criteria, based on the Diagnostic and Statistical Manual of Mental Disorders criteria for substance dependency is often used to distinguish extensive use of computers from excessive use, or addiction. In 2004 the Finnish Defence Forces revealed that they allow some conscripts to postpone their military service for three years for dependence on computer games and the Internet. The study of cybersex, emotional infidelity, the impact of computer use or violent video games on the brain's capacity for empathy and sympathy, the dangers associated with dating systems and obsession with computer games are all part of this field.
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see also:
  Computer Crime
  Computer Culture
  Computer Ethics
  Computer-Assisted Language Learning
  Computer-Mediated Communication
  Genderizing Computer Games




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