Moral Panic and media folk devils Essay Example
Moral Panic and media folk devils Essay Example

Moral Panic and media folk devils Essay Example

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  • Published: September 1, 2017
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The objective of this study is to explore the idea of moral panic. It will start by offering a clear definition of what constitutes a moral panic. Also, it will review past research carried out by several independent entities to compile views, interpretations, and instances of moral panics that have transpired from the post-war era up until now. Moreover, the study will showcase its own findings on this subject.

Hypothesis.

The hypothesis for my study posits that moral panics and folk devils primarily originate from rumors and fear that are influenced by the media. I hold this belief due to the fact that many previous moral panics have now become widely accepted, and also because the media often connects real-life tragedies to other forms of media as a scapegoat. For example, there have been claims that shootings in America are influenced by computer games. Furt

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hermore, I anticipate that older individuals will be more concerned with moral panics compared to the younger generation. This is because older individuals have greater exposure to media, are less interested in the topics that initiate panics, and have younger relatives and children.

Definition.

The term moral panic can be described as The Chambers Dictionary's definition of moral panic: the concept that 'a condition, episode, person or group of persons' (Cohen 1972) is identified as a menace to 'societal' values and interests'.

This can be summarized and elucidated as: When the media or government assigns fault to a minority group or sub-culture in order to preserve their popularity, these individuals who are scapegoated are referred to as folk devils and are frequently held responsible for all the troubles of contemporary society.

To gather more informatio

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on this topic, I will utilize six key questions. These questions will be addressed using secondary data. Additionally, I will employ questionnaires and interviews as primary data sources to further support my theory.

I've selected moral panic as my topic because it's linked to sociology and the profound impact of media, which I find fascinating. Moreover, I'm keen on understanding how social class affects different facets of society. As someone from a working-class background, I am intrigued by how these issues affect individuals in situations similar to mine. But, my case might be unusual since I don't frequently use television or newspapers, thereby having less contact with media. Nonetheless, I presume that people in working-class communities usually have higher media exposure due to their cultural environment encompassing television, radio (delivering news bulletins), and tabloid newspapers - often instigators of moral panics.

Supplementary Information.

Ever since the war concluded, we have witnessed five major ethical scares: comic books, rock and roll music, Dungeons and Dragons game, violent cinema and television shows, computer games as well as the Internet.

Five phenomena are known to trigger panic, and two of them include computer games and violent TV shows. These are often blamed for promoting anti-social tendencies among children. Furthermore, rock music along with its subgenre, heavy metal, have stirred anxiety due to their connections with satanic themes and violence-laden lyrics. Marilyn Manson (Brian Warner) is a notable figure associated with this uproar. The origins of these moral panics can be traced back to religious communities who were worried about the possible societal effects of such media content.

The onset of moral panic in the post-war era was marked by the introduction of comics

that exposed children to violent themes. Accusations circulated suggesting that these comics led children to perceive war and murder as acceptable behaviors, even though there wasn't any substantial evidence or scientific research backing up such claims. Comics initially served as harmless entertainment found in newspapers until standalone versions featuring war themes emerged alongside sexually explicit Japanese comics. In Japan though, such comics were deemed socially acceptable catering both teenagers and adults alike. Over time comic books gained wider acceptance in society as new forms of entertainment surfaced.

Since its birth in the 1950s, Rock and Roll has been influential in spawning various fresh music genres and unique subcultures. In its early days, it instigated a youth-oriented culture that was seen as unconventional for the era, creating fear and apprehension. Although the music wasn't innately harmful, those who embraced it started to indulge in potentially damaging habits such as smoking and alcohol consumption. This new lifestyle led teenagers to prioritize their peers over family engagements, stirring unease among parents watching their children passionately embrace what seemed like an intense fixation akin to a cult.

Rock and Roll ushered in several music genres such as Metal and Heavy Metal, which further led to the creation of new subgenres. Bands like Black Sabbath were instrumental in shaping the origins of Heavy Metal with their lyrics influenced by satanic rituals. The modern-day version of Heavy Metal, often called Nu-Metal, is characterized by its focus on violence and violent crimes through its lyrics. Figures like Marilyn Manson (Brian Warner) took this unsettling trend forward, composing lyrics that revolved around his 'alleged life', pushing it towards the eerie.

The game Dungeons and Dragons unfolds

in a mythical universe replete with diverse entities like trolls, Orcs, dragons, and Griffins. This particular genre of fantasy has incited fear and controversy, inspiring the creation of literary works such as Harry Potter by J.K. Rowling. There have been instances where these creative works were erroneously tagged as demonic due to their portrayal of witchcraft and wizardry - elements that are actually rooted in nature-based religious practices. Misunderstandings about this genre propagate the idea that regular players often blur the lines between fantasy and reality. Additionally, critics argue that this inability to discern affects gamers' moral compass as conducts acceptable within the game may not align with real-life norms. However, for most players these activities seem innocuous precisely because they fail to distinguish between make-believe and reality.

Some claim that violent television and videos contribute to the development of anti-social behavior in children. The inclusion of violent imagery in these films may entice children to imitate the events depicted in real life. The frequency of exposure to these films intensifies the desire to replicate the actions seen. One example cited is the film Child's Play 3, which was held responsible for influencing two child murderers involved in the case of Jamie Bulge. The national tabloid The Sun publicly criticized the film and destroyed copies of its video. Ironically, the owner of The Sun also happens to own Fox, the television company that aired the film just three nights prior.

A similar recent occurrence was concerning computer games. Initially, this alarm was related to the Television dispute. However, a Japanese researcher later asserted that his study showed all games, not just violent ones, affected the brain and

resulted in antisocial conduct. Prince Charles openly denounced computer gaming and called for financial support for an anti-gaming campaign amid this recent anxiety. Nevertheless, it appears this fear lacks logical reasoning and comprehensive scrutiny when taking into account that the UK's fastest expanding industry is the computer games sector. A ban on computer games could significantly impact the nation's economy.

There is frequent disapproval towards the Internet for its part in promoting unsuitable and unethical content like pornography, child pornography, cults, satanic groups, and witchcraft. The contention is that children with unfettered access to the Internet are especially susceptible to adverse impact from these damaging components.

Using the data gathered from secondary resources, I will delve into my six main inquiries about Moral Panics and also look at the influence of various elements. The questions are as follows:

  1. Do moral panics primarily stem from actual facts or just baseless gossips?
  2. In what way does violent content shown in computers and on television instigate moral panics?
  3. What is the impact of music and literature in stirring up moral panics?
  4. How is social class related to moral panics?
  5. What role does media play in fueling moral panics?
  6. What are the effects of moral panics on persons who are subject to them?

A review of five case studies concerning moral panics reveals that only one study - specifically, a Japanese research focusing on computer and interactive games- has been scientifically validated and based on factual information. This particular study indicates that participation in computer games triggers specific brain areas, leading to anti-social behavior among players.

Various research has utilized case studies to show that heavy metal

music might have adverse effects, citing instances of individuals such as Marilyn Manson (Brian Warner) who exhibit unusual behavior and depart from social norms due to their consumption of the genre. However, it's crucial to remember that only a tiny fraction of heavy metal fans idolize or mimic figures like Manson. Moreover, numerous people appreciate heavy metal without idolizing or mimicking anyone and are indistinguishable from "normal" individuals.

There are individuals who utilize this genre of music as a medium to manifest their dissent and affirm their principles. In the 1970s, an outlandish rumor circulated that reversing a particular album from Black Sabbath's heavy metal collection would reveal instructions for conducting a satanic ritual. This assertion was preposterous and considering the unlikelihood of someone playing the record in reverse, even if it were factual. Today, concerns have moved towards claims that lyrics about self-harm and depression within heavy metal bands' songs may lead adolescents to mimic these harmful behaviors depicted.

No scientific proof exists to substantiate claims that exposing children to books about witchcraft and wizardry, for instance Harry Potter, inflicts any harm. Despite their incredible popularity and extensive readership, there's no significant surge in children dabbling in witchcraft. Yet, it's important to acknowledge the existence of numerous individuals who adhere to a pagan lifestyle similar to ancient druid priests. This faith stems from olden witchcraft customs and primarily focuses on nature worship; however, it doesn't directly incorporate the occult or magical aspects depicted in these books. Moreover, assertions suggesting these books promote satanic rituals are baseless because Satan is a Christian construct not linked with what is commonly referred to as witchcraft.

According to a Japanese study,

there is no proven link between violent conduct in video games and TV shows. The research demonstrates that all games have the potential to impact behavior, but it does not confirm that violence in these games has detrimental effects. Although conclusive evidence hasn't been found yet, studies show that people who lack a firm grasp of reality may be more prone to confuse the virtual world with real life. However, those with a robust comprehension of reality should face no problems as they can employ their judgment to assess a situation.

The fact that rumors are the basis for these reasons is evidenced by their transience. Rock and roll has constantly caused panic because it has evolved, comics have become socially acceptable, and the controversy over computer games has subsided. Furthermore, there is a suggestion to eliminate age restrictions on films and instead rely on parental permission, which could result in more children being exposed to increasingly violent movies.

The role of T.V. and computer game violence in causing moral panic has been a topic of concern in recent years. The occurrence of school shootings involving children in America has contributed to this panic. One case involved a child who had been playing violent games like Resident Evil and Grand Theft Auto prior to the incident. The game Grand Theft Auto received negative criticism from the media due to its promotion of violent crimes, particularly murder, and rewarding players with points for such actions. The media argued that this could influence children to perceive these crimes as acceptable and positive. However, the media's argument was weakened by the fact that the game was intended exclusively for adult

use and held an 18 certificate.

The film "Child's Play 3" was accused of influencing children to behave violently. The company owning the film, however, was hypocritical as they organized a burning event and encouraged people to attend it. Despite this, the film resulted in stricter censorship, but with minimal success.

The blame for the two murderers of Jamie Bulger was largely placed on the film Child's Play 3 and other violent videos. This shifted the focus away from the social and economic factors that influenced the boys' actions. It is important to note that both boys came from broken homes and experienced poverty. As a result, the social and economic circumstances that could have held the parents responsible were largely disregarded in favor of a simpler scapegoat to assign blame.

Often, books and music are held responsible for triggering moral crises. Recently, they have been blamed for endorsing Satanism and occult activities. Particularly, fantasy genre books have been implicated in swaying young minds by encouraging them to explore witchcraft. The launch of Harry Potter was met with backlash from religious factions in the U.S., which later expanded to the U.K. Detractors contend that the depiction of sorcery and malevolent dark magic within these books could lure children into participating in sinister rituals. Nevertheless, it's crucial to clarify that linking Satanism with occultism is a misinterpretation since Satan is fundamentally a Christian entity who was once God's most adored angel. Ironically, this suggests that if any book were deemed supremely evil based on this reasoning, it would be the Bible rather than fantasy novels; however, this assertion is false.

Music produced by heavy metal bands is often associated with

claims of participating in Satanic rituals within their lyrics. Black Sabbath, in particular, faced multiple accusations of organizing Satanic concerts in America. Interestingly, they seemingly confirmed these allegations when lead singer Ozzy Osbourne accidentally bit the head off a bat during a live performance.

The societal rank greatly influences the formation of moral panics. It is notably substantial in affluent households, where these panicked reactions generally exert more sway. This is due to subcultures like Goths and Rockers being less common among the wealthy but found more frequently within lower social ranks. It would be considered extraordinary for a royalty or a child from high societal backgrounds to indulge in such subcultures. Moreover, it's typical for moral panics to originate from higher-social-class families before filtering down to those less well-off, a phenomenon known as stratified diffusion. Lower-income families usually show greater acceptance towards these panic incidents since they don't feel similar expectations to maintain specific reputations like their wealthier counterparts do.

Upper-class families tend to participate in diverse activities beyond the home, thus discouraging television and computer games. In contrast, lower-class families prioritize building home entertainment systems and spending a significant amount of time at home engaging in activities such as watching television and playing violent games. Additionally, working-class individuals are more inclined to play fantasy games and read fantasy books, while higher-class individuals often gravitate towards more serious literature. Consequently, upper-class families are less affected by bans or restrictions on these activities and therefore have a lesser need to defend their right to indulge in watching, playing, or reading such material.

What impact does the media have on individuals? The media is widely known for

causing moral panic, often publishing articles that trigger fear in parents about their children's safety, particularly when it comes to computer games. However, it is primarily the mainstream media, including TV news and newspapers, that stirs up panic. Magazines catering to computer gamers, for instance, would not discourage people from buying computer games. Similarly, publications like Kerrang! wouldn't portray metal, nu-metal, and other rock genres as harmful since they rely on and enjoy these forms of entertainment.

When the Grand Theft Auto first came out, it stirred up a storm in the mainstream media due to its depiction of unlawful activities. The media chose to spotlight these aspects while overlooking its far-fetched and absurd character. Despite having comic-style graphics and an 18+ rating, this did not stop the game from receiving ongoing media scrutiny. However, surprisingly, when Grand Theft Auto 3 was launched with more lifelike graphics and heightened explicit content, there wasn't any uproar from the media. On the contrary, it received a flurry of commendations as 'the game of the year'.

It's evident that media viewpoints can vary greatly. For example, Fox, the network that broadcasted the premiere of Child's Play 3, is under the ownership of the same individual who owns The Sun tabloid. Following this, The Sun initiated a public video burning.

What impact does moral panic have on its target audience?
Moral panics primarily target individuals who may be affected by the subject matter at hand. In particular, the music industry often concerns parents of teenagers who are more likely to listen to the music in question. This moral panic led many parents to prohibit Eminem CDs from being present in their homes. However,

for a large portion of people, listening to such music would have no impact. The continuous media coverage resulted in significant disturbance within numerous households, until the media attention subsided.

Religious groups in America once believed that Harry Potter was Satanic and prevented their children from reading the books. They feared that the books would brainwash the children into participating in Satanic rituals and joining cults. Although this belief resurfaced with the release of the films, it has once again diminished.

Stan Cohen's book "Folkdevils and Moral Panic."

According to Stan Cohen, a moral panic occurs when a group is identified as a menace to society and its values. This group is subsequently stigmatized by the media in order to generate public curiosity. Cohen's research focused on the conflicts between mods and rockers, and he examined the headlines published by the media.

> Headlines - Day of terror by scooter groups. - Telegraph.

Youngsters wearing leather jackets have caused chaos in the town, resulting in 97 arrests, according to the Daily Express.

* There is an invasion of wild animals at the seaside. - Mirror.

The following were significantly exaggerated in the context of:

  • Count of individuals participating.

Number of individuals participating in violent activities.

Impacts of harm and aggression.

According to Stan Cohen, the media distorts the events in Clacton to create a false perception of the young individuals. This exaggeration by the media results in an increase in youth participation in acts of violence, leading to public outcry and a subsequent moral panic. When people consume the media's coverage and interpretation of these events, they perceive a threat to society, leading to more arrests by law enforcement. Cohen argues that the media

has the ability to amplify deviant behavior, using small and vulnerable groups of young individuals as scapegoats to create a common enemy for society. These targeted groups, being powerless and easily identifiable, are held responsible for various societal issues, similar to how witches were portrayed in medieval Europe.

Media Influence.

The media has a substantial influence in creating moral hysteria, serving as the trigger by identifying a specific minority group as the main cause of societal problems. This strategy is used to increase revenue, since featuring stories that seem to threat our traditions and beliefs will result in higher newspaper sales or ratings.

The media plays a powerful role in society by creating moral panic, which can then be used to influence and pressure the government into implementing policy changes or new laws. By portraying a perceived problem in society as highly significant, the media can manipulate public perception and push the government into action. Another concern regarding the media is its biased nature. Newspapers often align themselves with either right or left-wing political parties. For instance, The Times, a Conservative newspaper, may attempt to sway public opinion against single parent benefits by promoting self-help and private enterprise.

The power of the media to sway public opinion is manifested by their emphasis on abnormal conduct and sensationalizing news stories for heightened interest. This often results in creating a common enemy perceived by the populace, prompting them to unite in tackling this problem. The government, being elected representatives, feels obligated to respond due to the impact of media so as to keep up favorable public sentiment. Hence, the media holds significant control over molding societal attitudes and perceptions.

The pattern of

action for a hypodermic syringe.

Initially, efforts to understand the impact of media were rooted in the belief that if media truly affected our behavior, then engaging with violent or sexually explicit movies would likewise shape an individual's behavior.

Conducting research is essential.

During the 1960s, Bandura conducted an experiment where he showed a film of children being violent towards dolls to a different group of children. Afterwards, these children were given dolls and it was observed that they imitated the violence they had witnessed on the screen.

criticism.

The notion of individuals being so heavily influenced by a television programme or film that they disregard their usual conduct and engage in acts of aggression appears overly simplistic. This perspective portrays people as lacking independent thought or opinions.

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