By Karen Sternheimer
• When white, middle-class teens kill, the media and politicians are quick to blame video games. Are they right?
As soon as it was released in 1993, a video game called Doom became a target for critics. Not the first, but certainly one of the most popular first-person shooter games, Doom galvanized fears that such games would teach kids to kill. In the years after its release, Doom helped video gaming grow into a multibillion dollar industry, surpassing Hollywood box-office revenues and further fanning public anxieties.
Then came the school shootings in Paducah, Kentucky; Springfield, Oregon; and Littleton, Colorado. In all three cases, press accounts emphasized that the shooters loved Doom, making it appear that the critics' predictions about video games were coming true.
But in the ten years following Doom's release, homicide arrest rates fell by 77 percent among juveniles. School shootings remain extremely rare; even during the 1990s, when fears of school violence were high, students had less than a 7 in 10 million chance of being killed at school. During that time, video games became a major part of many young people's lives, few of whom will ever become violent, let alone kill. So why is the video game explanation so popular?
Contemporary Folk Devils
In 2000 the FBI issued a report on school rampage shootings, finding that their rarity prohibits the construction of a useful profile of a "typical" shooter. In the absence of a simple explanation, the public symbolically linked these rare and complex events to the shooters' alleged interest in video games, finding in them a catchall explanation for what seemed unexplainable--the white, middle-class school shooter. However, the concern about video games is out of proportion to their actual threat.
Politicians and other moral crusaders frequently create "folk devils," individuals or groups defined as evil and immoral. Folk