Every decade or so, we seem to have a cultural panic about something teens are into. These days, it’s violent video games, but that was far from the first target. Before that, it was heavy metal and role-playing games. The pattern repeats at least back to the 1950s, when the freakout of the times was over comic books and their alleged link to juvenile delinquency. This freakout went all the way to the U.S. Senate.
It also got to the point where magazines like the Ladies’ Home Journal were describing the perils of comic books, an idea we mostly laugh at today. The article claims, for example, that the books’ detailed descriptions of crime teach kids how to become criminals. Like many anti-media pieces, it lists in great detail (and without context) the violent deeds described in the stories, as if a roundup is enough to explain the problems inherent in reading these books. It also, typically, cites an increase in “juvenile delinquency” and describes a number of youth-committed crimes in depth, with vague references to comic books (one young criminal’s older brother blames them, for example; I’m sure he’s an authority on the subject).
And, like every other teen pastime, so many kids were reading comics that there’s no real way to say the books — more than any other factor — inspired youths to commit crimes or even just act out. Sure, all of the crimes described in the magazine article can be found in comics, but so can plenty of other things that adults wouldn’t and didn’t find objectionable. Did those aspects of comics inspire teen behavior, too, or just the bad bits? Or maybe kids, like adults, like to see, hear, and read thrilling fiction because it’s just that — fiction.
One reason I like to look back on these moral panics is to show how we feel about them with the benefit of hindsight and perspective. Has any wave of youth violence ever been credibly linked to media? The answer, again and again, is no. So why do we keep blaming their interests?