In Defense of Imagination: Canadian Youth Culture and the Dungeons & Dragons Panic in Canada, 1980–1995

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2024-09-10 DOI:10.1177/15554120241276931
Alex Gagné
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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.
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捍卫想象力:加拿大青年文化与加拿大龙与地下城恐慌,1980-1995 年
龙与地下城》(Dungeons & Dragons,简称 D&D)是 1974 年发布的一款标志性桌面角色扮演游戏,从诞生之初就引发了争议。本文探讨了围绕 D&D 出现的道德恐慌,尤其是 20 世纪 80 年代初在美国和加拿大出现的道德恐慌。文章探讨了 "讨厌龙与地下城"(Bothered Against Dungeons & Dragons)等相关团体如何将该游戏描绘成对美国青少年具有腐蚀性影响的游戏。本文以恐慌蔓延到加拿大为重点,探讨了美国媒体在影响加拿大人看法方面所起的作用。这项研究强调了有关跨国文化影响和媒体对社会规范的影响的问题。道德恐慌主要是美国文化影响的结果,还是有确凿证据表明 D&D 与加拿大现实世界的暴力事件有关?通过对媒体表现形式和文化话语的分析,本文试图揭示这些复杂的动态变化,并突出青年抵制道德恐慌叙事的时刻。
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
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.
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