{"title":"In Defense of Imagination: Canadian Youth Culture and the Dungeons & Dragons Panic in Canada, 1980–1995","authors":"Alex Gagné","doi":"10.1177/15554120241276931","DOIUrl":null,"url":null,"abstract":"Dungeons & Dragons (D&D), the iconic tabletop role-playing game released in 1974, sparked controversy from its early inception. This article examines the emergence of moral panic around D&D, particularly in the United States and Canada during the early 1980s. It explores how concerned groups, such as Bothered Against Dungeons & Dragons, portrayed the game as a corrupting influence on American youth. Focusing on the spread of panic into Canada, this article investigates the role of American media in shaping Canadian perceptions. This study highlights questions about transnational cultural influence and the impact of media on societal norms. Was the moral panic primarily a result of American cultural influence, or was there tangible evidence linking D&D to real-world violence in Canada? Through analysis of media representation and cultural discourse, this article seeks to shed light on these complex dynamics and to highlight moments of youth resistance to narratives of moral panic.","PeriodicalId":12634,"journal":{"name":"Games and Culture","volume":"3 1","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games and Culture","FirstCategoryId":"98","ListUrlMain":"https://doi.org/10.1177/15554120241276931","RegionNum":2,"RegionCategory":"文学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
Abstract
Dungeons & Dragons (D&D), the iconic tabletop role-playing game released in 1974, sparked controversy from its early inception. This article examines the emergence of moral panic around D&D, particularly in the United States and Canada during the early 1980s. It explores how concerned groups, such as Bothered Against Dungeons & Dragons, portrayed the game as a corrupting influence on American youth. Focusing on the spread of panic into Canada, this article investigates the role of American media in shaping Canadian perceptions. This study highlights questions about transnational cultural influence and the impact of media on societal norms. Was the moral panic primarily a result of American cultural influence, or was there tangible evidence linking D&D to real-world violence in Canada? Through analysis of media representation and cultural discourse, this article seeks to shed light on these complex dynamics and to highlight moments of youth resistance to narratives of moral panic.
期刊介绍:
Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.