Jonathan Haidt Reveals Why Smartphones and Social Media Are Destroying an Entire Generation of Kids

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Jonathan Haidt Reveals Why Smartphones and Social Media Are Destroying an Entire Generation of Kids

Jonathan Haidt, author of the bestselling book "The Anxious Generation," explains how smartphones and social media have fundamentally rewired childhood since 2010. Kids who went through puberty on smartphones came out different than any generation before them. Haidt presents evidence from around the developed world showing synchronized spikes in anxiety, depression, and self-harm among young people, especially girls, beginning in 2012. He outlines four norms to reverse the damage: no smartphones before high school, no social media until 16, phone-free schools, and more independence in the real world. The movement is gaining momentum as parents, teachers, and even Gen Z themselves push back against what Haidt calls an addiction designed by tech companies to extract maximum engagement from children.

September 16, 2025

The Great Rewiring of Childhood

Jonathan Haidt describes his book "The Anxious Generation" as a tragedy in two acts. Act One chronicles the gradual loss of the play-based childhood from the 1990s through the early 2010s. Parents became too afraid to let children run around outside unsupervised, fearing abduction and other dangers. As kids lost freedom and independence, they became weaker and less resilient. Without real-world experiences navigating conflicts, getting lost and finding their way back, or dealing with mean kids on the playground, children missed the toughening experiences that build character and confidence.

Act Two, which Haidt calls "The Great Rewiring of Childhood," occurred between 2010 and 2015 when everything changed. In 2010, very few teens had smartphones. Most had basic flip phones used only for calls and texts. The iPhone 4 introduced the first front-facing camera in 2010. Instagram launched that same year but didn't become popular until 2012 when Facebook purchased it. That's when all the girls got on Instagram. By 2015, high-speed internet, unlimited texting, higher video speeds, and countless apps transformed phones from communication tools into slot machines designed to capture attention.

Kids born in 1995 began puberty around 2007 and didn't get smartphones until age 14 or 15, making it most of the way through puberty without one. These millennials emerged without significant mental health problems and were actually slightly healthier mentally than Generation X. But kids born in 2000 hit puberty around 2012, right when smartphones with social media became ubiquitous. These children went through puberty online, posting photos of themselves and spending five to ten hours daily on devices. If kids spend that much time on screens, they're not doing many other things including sleeping, spending time with friends, or exercising.

The Collapse of Face-to-Face Friendship

Time-use data for Americans reveals one of the most direct illustrations of childhood's transformation. In 2010, people aged 15 to 24 spent two hours daily with friends outside of work and school. Everyone else spent only 40 to 50 minutes with friends, occupied with marriages and jobs. Young people traditionally hung out with friends after school and on weekends. Once smartphones arrived, time with friends plunged by more than 50 percent. One of the best things kids can do is hang out with friends, joke around, and have adventures, yet smartphones eliminated this crucial developmental experience.

Everything changed between 2010 and 2015. Sleep deprivation increased, time with friends decreased, exercise declined. The kids who made it through puberty before this transformation are millennials who turned out okay. The kids caught in the middle, who went through puberty online, show maximum damage, especially girls.

Different Harms for Boys and Girls

Haidt initially thought his book would focus on how social media causes anxiety and depression, particularly in girls. The data showing this link is strongest and clearest for girls in correlational studies, longitudinal studies, and self-report studies. Boys use social media and experience bad things, but it doesn't make them depressed and anxious nearly as much. However, expanding the focus to include all harms reveals a more complex picture.

Drug overdoses affect many kids because drugs can now be purchased instantly on Snapchat. Dealers operate openly on the platform, connecting with customers and delivering products, many laced with fentanyl. Much of the fentanyl crisis stems from how effortlessly and instantly kids can obtain drugs. Buying weapons online is also predominantly a male activity.

At age 14, girls appear worse off—more depressed, anxious, and struggling. Boys seem to be having fun spending all their free time on video games and pornography. But examining these same individuals at age 26 or 28 reveals a different story. Girls are much more likely to have attended and graduated from college, obtained jobs, and moved out of their parents' homes. Boys are more likely to still live in their parents' basement playing video games. They never grew up, didn't have toughening experiences, didn't develop social skills, and altered their dopamine systems to require constant rewards. Real life becomes incredibly boring compared to video games or pornography. Real women seem boring and difficult compared to porn's easy access.

The phone-based childhood causes even more long-term harm to boys than girls, though this damage isn't visible at age 14. It manifests in adulthood.

Technology as Master Rather Than Tool

A crucial distinction exists between technology as a tool and technology as a master. The original iPhone was an amazing piece of equipment—the ultimate digital Swiss Army knife. It had mapping software, music, a telephone, a web browser, and even a flashlight. Swiss Army knives weren't designed to keep users engaged with the knife all day, just as the original iPhone's mapping program wasn't designed to keep people using maps constantly. Technology as a tool is fantastic.

Between 2007 and 2009, the App Store emerged along with push notifications and the advertising-driven business model. Facebook originally lacked a revenue strategy until they realized they could show ads and keep users engaged as long as possible to display more ads. This became possible after push notifications and the App Store. Instagram was the first social media platform designed exclusively for phones, initially unusable on browsers. Everything moved onto phones between 2010 and 2015.

Now phones aren't Swiss Army knives but slot machines with apps. Many remain useful tools, but social media apps and video games are all designed to hook users and keep them engaged. Adults get hooked too, but at least they completed puberty with properly functioning adult brains. They can become addicted, but quitting restores normal brain function. Going through puberty while using these devices may cause permanent changes or at least changes that are very hard to overcome, as the brain rewires itself from back to front during puberty in an incredibly sensitive, delicate process.

Different Platforms, Different Damages

Each major platform has its own harm profile. In terms of exposure to dangerous content, Snapchat is the worst. For destroying attention spans, TikTok is the worst. For destroying teenage girls' confidence, self-esteem, and body image, Instagram is the worst. Much research simply asks how many hours daily people spend on social media and correlates this with mental health. The correlations appear small because each platform causes different kinds of harm that rough measurements don't capture.

Social media's appealing aspects function as rewards in a slot machine. The user experience becomes: bored, bored, bored, then something funny, then bored, bored, bored, then something shocking. Users get intermittent hits that keep them scrolling for hours. The people who created these programs often took a course at Stanford called "Persuasive Design," studying behaviorism and variable ratio reinforcement schedules, then building these principles into their products exactly like slot machines.

Behaviorists in the 1920s and 1930s, including B.F. Skinner and Thorndike, discovered that rewarding every desired behavior trains animals to do complex things through circus-style training. But intermittent conditioning—rewarding perhaps one-tenth of behaviors with variation so the animal never knows when the reward comes—proves even more efficient. This is exactly how slot machines work. The pull-down-to-refresh gesture on social media apps literally and consciously copied slot machine mechanics. Tech companies studied what the casino industry does to hook people, make them lose track of time, and extract maximum money.

Why Regulation Is Necessary

Haidt expresses strong libertarian sympathies and generally opposes telling adults what to do. However, when companies intentionally and deliberately hook children while fighting every regulatory effort worldwide, these companies are doing bad things that require collective response. Parents are trying but unable to manage the situation. Without keeping children completely away from the internet, parents cannot stop them from opening multiple accounts at age seven. There is no age verification. Children sign terms of service and legal agreements without parents knowing what they're giving away. This is the one area requiring legislative help.

Parents already have minimum age laws for addictive substances and content showing extreme sexuality and violence. Children need adult brains to make these decisions. Current laws saying kids can't sign onto services until age 18 get ignored, with kids simply buying fake IDs. Age verification doesn't necessarily require giving driver's licenses to Meta to open Instagram accounts. That would be one method, though not a good one, raising civil liberties and privacy concerns.

Many industries already perform age verification for online business using various methods. Some require showing a driver's license. Companies like Clear, used at airports, know users' identities and ages. Australia became the first country to raise the social media age to 16, requiring companies rather than parents to enforce it. Australian law stipulates that companies cannot offer only government ID verification. Multiple methods must be available.

Opening accounts on Instagram or TikTok already requires providing extensive information. These companies already take all contacts and nearly everything users have. Adding age verification could present users with five options: show a driver's license, use Clear for instant verification, use facial recognition services like Yoti that determine if face structure matches a child's, or other methods. None are perfect, but currently there is nothing at all. This parallels alcohol laws—kids can still get older siblings to buy beer, but that doesn't mean eliminating minimum age laws and letting every child buy alcohol at any age.

The Global Mental Health Collapse

Levels of anxiety, depression, and self-harm remained stable from the late 1990s through 2010 and even 2011, showing no signs of problems, crises, or increases. Then suddenly, in many countries simultaneously, rates rose dramatically, especially for girls. If this were only happening in the United States, various explanations might apply: the 2012 Newtown massacre leading to lockdown drills making kids anxious, or professors telling them America is evil and white people should feel guilty. But these hypotheses must explain why 2012 specifically, why these ideas weren't present in 2011 but universally appeared by 2013, and why the same pattern occurred in Scandinavia, Australia, and other countries.

There has never been such synchronized mental health collapse around the world, predominantly hitting girls and especially younger teen girls. No one has proposed another explanation. Statistical noise and historical fluctuations in suicide rates don't account for this pattern. The big spike in suicides and crime in the 1980s was plausibly related to leaded gasoline interfering with brain development. Crime and suicide rates dropped 15 years after banning leaded gas. Generation X, most exposed to lead growing up in the 1970s, may have experienced some brain dysregulation, but rates of depression and anxiety don't follow that pattern.

Evidence Beyond Correlation

Critics claim the data only shows correlation. Two types of correlation exist: historical correlation, where childhood moved onto devices just as all graphs trend upward, and correlational data showing heavy users doing worse. Historical correlation is difficult to prove definitively, but Haidt's theory remains the only plausible explanation. No alternative explanation works across so many countries in 2012.

Regarding heavy usage correlations, perhaps depressed people simply use these products more—reverse correlation. However, this doesn't explain why the number of depressed people doubled after 2012. Most statistics, especially for girls and particularly younger teen girls, show increases of 50 percent to 150 percent, not 10 or 20 percent. For younger teen girls, increases reach 150 or even 200 percent for self-hospitalizations due to self-harm.

Critics dismissing this as "just correlations" ignore multiple evidence types, including experiments. When people are asked to quit social media for more than a week, their depression and anxiety levels decrease on average. These are experiments, not correlations. More importantly, many evidence types exist including confessions. When companies report they're hurting people through their own research, that's evidence.

Only companies know what's truly happening. Psychologists work with limited data asking how many hours daily people spend on social media with rough response categories. Companies possess detailed information and their research finds they're harming kids. When victims identify the perpetrator, when the perpetrator confesses in writing, when numerous witnesses including teachers and police departments observe the connection, the case is strong. A recent UK report on increased violent crime and knife crime among youth found social media involved almost everywhere investigated. Fights start on social media and are filmed in bathrooms for social media posting.

If this were a legal case with positive victim identification, eyewitness testimony, and confessions, the case would be closed. Correlations aren't gigantic because the variables being correlated capture only a small piece of the puzzle.

Company Knowledge and Accountability

Companies know the harm they're causing, as evidenced by lawsuits from parents of dead children. Discovery processes in these lawsuits reveal damning information, particularly from state attorneys general. Nearly all states have sued these companies due to the billions of dollars in costs for emergency services and psychiatric care. Internal memos and email conversations brought forward by state attorneys general reveal company knowledge.

Snapchat received 10,000 reports of sextortion monthly in 2022—not yearly, monthly. Actual numbers were likely much higher since these were only reported cases. Sextortion typically involves people in foreign countries who professionally and efficiently pretend to be young girls (usually targeting teen boys). The fake girl flirts, perhaps connecting through a friend of a friend on Instagram. As the relationship develops, she sends a sexual picture and requests one in return. Once the sextortionist has a picture of the boy showing his face and genitals, he is trapped. The perpetrator reveals they're not a girl and demands $500 within an hour or they'll send the picture to everyone in the victim's contacts, threatening to expose his school location. These boys panic and several have killed themselves within 12 hours.

This isn't about one death requiring total product bans. This concerns dozens or hundreds of deaths yearly and literally millions of traumatized victims. These products are inappropriate for children. Companies know this. Meta, TikTok, and Snap—the three companies that basically own childhood—are each harming millions of children annually. They acknowledge this and know it.

Four Norms to Reverse the Damage

Haidt's book succeeded because it didn't just describe generational loss and explain why things are terrible. It identified how this resulted from collective action problems where everyone got phones because everyone else did, then outlined clear solutions. Four norms can solve these collective action problems and roll back the phone-based childhood:

First, no smartphone before high school. Parents need a bright line knowing when to hold out. Currently, kids complain that all their friends have phones. But what if only most friends had them? That's much easier. In a couple years, only a few friends will have them as this movement spreads. Most parents are fed up. Kids currently in middle school who already have phones face difficulty getting them removed. But kids in elementary school about to get phones in fifth or sixth grade will find it much easier for parents to delay until high school. This is how collective action problems get rolled back—through collective action.

Second, no social media until age 16. Social media is inherently an adult activity involving talking to anonymous strangers worldwide and sending photos without parental knowledge. This includes Instagram, Facebook, Snapchat, and TikTok. YouTube occupies a special category as the world's video library, so a complete ban isn't proposed. However, YouTube Shorts is identical to TikTok. Short videos from TikTok, YouTube Shorts, and Instagram Reels are the worst offenders, shattering attention spans and making it very hard for young people to read books. Reading requires tolerance for boring passages rather than swiping to something super interesting.

When kids protest they need social media to communicate with friends, the response is clear: call them, text them, or email them. Phones that only text are much better. Parents moving kids from smartphones to basic phones report that even with many group chats, texting with one or two people is fine. Texting with 10 or 20 becomes performative. But it's far better than uploading bikini photos and watching anxiously to see who likes the photo—the slot machine effect of getting hits and feeling loved.

Some libertarians argue this should be entirely up to parents with no government role. While Haidt generally sympathizes with this position, in this particular case parents are trying but unable to manage the situation. Unless keeping children away from the entire internet, parents cannot stop them from opening multiple accounts at age seven with no age verification. Children sign terms of service and legal agreements without parents knowing what they're giving away. Legislative help is needed specifically for age verification and company accountability, though the four norms themselves are intended as norms, not laws. There shouldn't be laws prohibiting kids from having smartphones—that's parental choice. However, minimum ages for addictive products showing extreme sexuality and violence are appropriate, requiring at least adult brains to make decisions.

Third, phone-free schools. Schools and parents acting on these first three norms are seeing rapid change around the world. Parents are fed up with phones, teachers are fed up with being unable to reach kids. These changes are happening automatically worldwide without requiring advocacy. Imagine being a teacher looking out at a class where everyone is on their phones, as if students in past generations brought TVs, binoculars, and guitars into class to use during lessons. Learning would be impossible. Teachers are quitting in droves, unable to get through to students.

When schools ban phones, results are overwhelmingly positive. Almost every school reports decreased discipline problems and increased laughter in hallways. One case where enforcement backfired occurred because of poor implementation. When rules exist but schools don't effectively ensure kids aren't using phones, conflicts arise. Teachers and administrators nationwide love phone-free schools. They can teach again, discipline problems decline.

Critics cite one Florida district where mental health referrals and bullying behaviors increased after a phone ban, with more kids suspended for having phones. This is the only case Haidt has seen where phone bans backfired, yet critics point to this single newspaper article as evidence against school phone bans.

Fourth, far more independence, free play, and responsibility in the real world. While the first three norms are spreading rapidly worldwide, convincing parents to back off, send kids out to play, and stop monitoring every moment is a harder sell. This isn't happening automatically. Haidt partnered with Lenore Skenazy, author of "Free Range Kids," to co-found Let Grow, an organization advocating for restoring the independence that leads to competent, capable, happy young adults. Schools and families need to work together giving kids much more unsupervised time and free play.

Parents worry kids will be hurt, but the world is much safer now than when previous generations grew up. Drunk driving is way down, crime is way down. Kids are much less likely to be harmed by someone else nowadays.

Dismissing the Moral Panic Argument

Some psychologists like Chris Ferguson claim this is just another moral panic similar to past panics about radio in the 1940s, comic books in the 1950s, rock music in the 1980s, and violent video games more recently. Previous moral panics usually focused on violence. Video game research asked if games cause kids to be violent. The answer remains debated and unclear. But focusing only on violence misses all other harms.

Boys addicted to video games—anywhere from 1 to 4 percent severely addicted with basically ruined lives, plus 10 to 15 percent who are problematic users—experience major harm even without violence. Heavy video game use is harmful; light use is fine. Television panic asked if it makes kids violent, still unknown, but watching six hours daily of TV at age four is clearly harmful. Previous moral panics don't mean we shouldn't worry. We should worry about kids spending excessive time on screens.

This situation differs from previous moral panics in key ways. Kids themselves are organizing and creating organizations to push back against tech companies, saying "This is hurting us and we want you to stop." Generation Z is actively pushing back. Dozens of Gen Z groups coordinate through the Anxious Generation website advocating against smartphone and social media harms. In previous moral panics, media spread stories about single incidents. This is different—almost every parent has witnessed these effects in their own children or in nephews, nieces, and friends' kids. Dismissing this as moral panic denies what everyone observes and ignores experimental evidence and company confessions.

Ferguson points out that kids today are less violent, smoke less, use drugs less, and drink less—all during the social media age. This is true because kids shifted from discover mode into defend mode. Kids are anxious, not risk-taking. The book includes a long section on declining risk-seeking and risk-taking. Teenage boys used to be most likely to break bones from bicycle jumps and tree climbing. This ended once they got smartphones and video games. Now teenage boys are less likely to go to hospitals for broken bones than their fathers or grandfathers because they're not doing anything that could hurt their bodies. Ferguson can point to these benefits, but if kids are too scared to go outside and aren't taking any risks, this isn't social progress.

Ferguson accuses Haidt of cherry-picking, but Haidt is the only one in this debate who has examined all the evidence comprehensively. Since 2019, he created Google documents available at AnxiousGeneration.com laying out all studies on both sides: correlational studies, longitudinal studies, experimental studies, and quasi-experimental studies. Critics cherry-pick individual studies claiming Haidt is wrong, but many more studies support his position.

Regarding suicide rates in Europe, overall rates have been dropping since the early 2000s globally. However, digging into the data reveals that while rates drop overall, teen girls specifically are not dropping as much, staying flat, or even rising. A global pattern of dropping suicide exists, but subgroups show teen girls doing worse than others in their societies. Research detailed at the After Babel substack shows that in all five main Anglo countries, suicide is now at the highest level ever for Generation Z girls, and for boys it's the highest or equivalent to 1980s and 1990s levels. Teen girl suicide is up relative to the rest of the population just about everywhere examined in the Western world.

Academic Performance and School Boredom

The issue isn't just increased depression but decreased academic performance. Performance began dropping around 2014, not during COVID. Critics claim school has always been boring, noting that 80 percent of high school students report being bored all day, every day. But why did this suddenly change in 2013? School didn't suddenly become boring in 2013.

Academic performance decline accompanies rising loneliness. Research by Jean Twenge and Haidt shows that the sense of loneliness in school was flat in the early 2000s, then increased globally starting in 2012. Going into school when everyone is on their devices creates profound loneliness throughout the school day.

Changes in College Students and The Coddling Movement

Haidt has been a college professor for 30 years. He started graduate school in 1987 and got his first faculty position at the University of Virginia in 1995, teaching the last of Generation X and then mostly millennials born between 1980 and 1995. Small generational differences existed, but students wanted to have fun and laughed at jokes about sex. Haidt felt he understood college students.

Something weird began around 2014-2015. College students became different. Greg Lukianoff, president of the Foundation for Individual Rights and Expression, was among the first to notice. Greg observed a surge in anxious thinking, with students exhibiting the same cognitive distortions Greg learned to stop doing when treated for suicidal depression through cognitive behavioral therapy. He noticed administrators seemingly teaching students to catastrophize and engage in distortions he was taught to avoid.

Administrators taught students they're fragile, in constant danger, and can be permanently harmed by words. This isn't kind or compassionate teaching. Greg noticed students asking for safe spaces—safe from ideas threatening their beliefs. Trigger warnings emerged. The point of college had been having mental constructs challenged, requiring defense or reformulation. A new dynamic emerged around 2015 that was difficult to understand.

This led Greg and Haidt to write an Atlantic article called "The Coddling of the American Mind" in August 2015, before things really exploded on campus. Campus explosions can be traced to the Yale Halloween incident with students screaming at Professor Nicholas Christakis, who maintained dignity while students yelled that he should step down and not sleep at night, calling him disgusting. This occurred merely because his wife, a developmental psychologist, wrote a gentle, caring email to students in Silliman College recommending they not worry about Halloween costumes, as her book emphasized the importance of letting kids be kids. This led to protests, marches on the president's house, and demands for major changes, then spread to many universities.

The kids displayed crazy anger. The psychological distinction between discover mode and defend mode explains this. Human brains are organized with circuits for pursuing goals (somewhat lateralized in the front left cortex—approach orientation) and circuits for withdrawal and fear (especially in the front right cortex). In the natural world with constant threats, balance is needed. In the safe world we've created, despite some crime, people should be in discover mode perhaps 98 percent of the time. College student stereotypes assumed they were generally in discover mode—up for fun and parties. Only in discover mode can learning occur.

What Greg first detected and later research confirmed is that young people born after 1995 show big changes compared to those born before. They're much more in defend mode. A common campus occurrence involved speakers coming to campus. At Brown, Professor John Tomasi (now running Heterodox Academy) ran a program bringing speakers with opposing views to debate. One 2013 or 2014 event featured a debate over whether America is a rape culture, with two feminists arguing opposite positions. Student protests demanded the president shut it down because the woman denying America is a rape culture could upset students who experienced abuse and whose personal knowledge says America is a rape culture. Bringing someone saying "you might be wrong" seemed dangerous and threatening, potentially causing real harm.

A combination of factors converged in the early 2010s. One was the change from millennials to Generation Z, with Gen Z being much more anxious, seeing things as more threatening, and staying much more in defend mode. Separately, the "Great Awokening" brought a sudden confluence of political ideas so toxic and self-destructive they brought the left to ruin and liberal girls especially to mental health problems. These ideas frame everything as oppression, reducing all situations to oppressor versus oppressed dynamics. The combination around 2014 of new ideas (mostly in academia about oppressor-victim frameworks) and a newly anxious undergraduate population led to the explosion of new political ideas taking over campus in the mid-2010s.

The Three Great Untruths

Haidt and Lukianoff wrote the book "The Coddling of the American Mind" and made a movie about it. Students said things like having self-confidence at 18 that disintegrated during college. Greg's great insight recognized that somehow students were being taught to engage in cognitive distortions: over-generalization, black and white thinking, and emotional reasoning.

As they developed the Atlantic article into a book (because things got much worse after 2015 as the "Great Awokening" spread and campus incidents proliferated, cratering public support for universities), they boiled it down to three great untruths—three ideas so bad that accepting all three almost guarantees life failure.

First: What doesn't kill you makes you weaker. Don't expose yourself to threats or to people who might be upsetting because that will harm you. Protect yourself with trigger warnings and safe spaces. Second: Always trust your feelings. Whatever you feel tells you about reality. Third: Life is a battle between good people and evil people.

Haidt's first book, "The Happiness Hypothesis," grew from teaching Psychology 101, surveying writings from Buddha, Jesus, Muhammad, and philosophers. Each great untruth is the exact opposite of a chapter in that book. There's a chapter on growth through adversity, because as Nietzsche said, what doesn't kill you makes you stronger. People need to be challenged, face threats and fear, and overcome them. The obstacle is the way. A classic story from ancient Athens tells of an orator who became one of Greece's greatest because he had a speech impediment and practiced with pebbles in his mouth.

This is the issue of anti-fragility. Colleges should take anti-fragile students, give them challenges, and produce someone really strong. Instead, colleges stopped doing this, accommodating students' needs and trying to remove any offensive words. Creating environments where nothing offends produces people who find life intolerable in the corporate world because everyone else won't provide such accommodation.

The second great untruth, always trust your feelings, is the exact opposite of stoicism and cognitive behavioral therapy. We see the world through filters—offense filters (everyone is out to get me), fear filters (life is dangerous), or abundance filters (these are opportunities). The stoics taught questioning first reactions, looking for evidence, and trying to see things as they really are. This is good, critical thinking. Don't just follow feelings because feelings are often wrong.

The third great untruth—life is a battle between good people and evil people—is the easiest thing to believe in the world. That's tribalism. Humans evolved to believe this. Civilization requires overcoming it through institutions and norms so people aren't treated as friend or foe based on race or religion but as individuals given the benefit of the doubt, with institutions to resolve conflicts rather than duels.

Putting these three together produces students who are fragile, emotional, and primed to see the world in terms of good and evil. That's what happened in the mid-2010s, according to the story told in "The Coddling of the American Mind."

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