Novels. Penny dreadfuls. Comic books. Rock and roll. Dungeons & Dragons. Video games. Social media. AI. The pattern is always the same: the OLD medium accuses the NEW medium of corrupting youth. The technology always wins.
Contents 9 sections

The Fires of History Newsletter


In 1790, a “dangerous disease” was reported spreading through Europe. It afflicted primarily the young, especially young women. Physicians diagnosed it variously as reading addiction, reading rage, reading fever, reading mania, or reading lust. The symptoms were antisocial behavior, emotional instability, moral corruption, and a dangerous inability to distinguish fiction from reality.

The disease was literacy. The vector was the novel.

The novel – as a mass-market form – was new in the eighteenth century. Samuel Richardson’s Pamela (1740) and Clarissa (1748) had demonstrated that long-form prose fiction could reach enormous audiences. The reaction was immediate. Moralists warned that novels would corrupt young minds, destroy the capacity for serious thought, and lead readers – particularly female readers – into lives of dissipation and ruin. Boarding schools were blamed for encouraging novel-reading instead of suppressing it. The word “addiction” was used. The word “epidemic” was used. The same language, in the same configuration, that would be recycled for every new medium for the next 250 years.

The novels won. Nobody today considers novel-reading a public health crisis. But the panic was real, documented, widespread, and – at the time – taken with absolute seriousness by people who considered themselves defenders of civilization.

This is the template. Every moral panic is a platform migration story. The old medium attacks the new medium. The accusations are always the same. The technology always wins.


Penny Dreadfuls (1830s-1890s)

When cheap printing technology made it possible to produce serialized fiction for a penny per issue, the establishment panicked. Penny dreadfuls – cheaply printed weekly serials featuring lurid stories of crime, adventure, and the supernatural – were accused of promoting violence, immorality, and criminal behavior among the working class.

The accusations came from the owners of expensive printing presses. The medium that felt threatened was the three-volume novel, a format controlled by established publishers and accessible primarily to the middle and upper classes. The penny dreadful’s crime was not its content – many of the stories were clumsy retellings of existing adventure narratives – but its accessibility. The wrong people were reading.

In 1888, during the Jack the Ripper murders, penny dreadfuls were blamed for inspiring the killings. There was no evidence of this. There did not need to be. The panic had its own logic. New medium appears. Bad thing happens. New medium is blamed for bad thing. The causal mechanism is never specified because it does not need to be. The accusation is the product, not the proof.


Comic Books (1948-1954)

This is where the pattern becomes industrial.

In 1948, Dr. Fredric Wertham, a German-American psychiatrist, began a public campaign against comic books. His thesis: comic books were a primary cause of juvenile delinquency. His evidence: he worked at a clinic where he treated delinquent youth, and many of them read comic books. The logical structure of this argument – delinquent kids read comics, therefore comics cause delinquency – is identical to the logical structure of “delinquent kids also drink water, therefore water causes delinquency.” But it worked.

Wertham published Seduction of the Innocent in 1954. The book claimed that Batman and Robin promoted homosexuality. That Wonder Woman promoted lesbianism and bondage. That Superman was a fascist. That the entire comic book industry was a factory of moral degradation aimed at children.

The U.S. Senate convened hearings. On April 21 and 22, 1954, the Senate Subcommittee on Juvenile Delinquency, chaired by Senator Robert Hendrickson with Senator Estes Kefauver as a prominent member, heard testimony on the comic book menace. Wertham testified. William Gaines, publisher of EC Comics – the company behind Tales from the Crypt and MAD Magazine – testified. Gaines’s testimony is remembered for the moment when he was shown the cover of an EC comic depicting a man holding a severed head and asked if he thought it was in good taste. “Yes, I do,” Gaines said, “for the cover of a horror comic.” The committee was not amused.

The result: the Comics Code Authority, a self-censorship body created by the industry in 1954 to avoid government regulation. The CCA banned depictions of vampires, werewolves, and zombies. It banned sympathy for criminals. It banned challenges to authority. It neutered an entire art form for two decades. EC Comics was destroyed. The most creative publisher in the industry was killed not by market failure but by moral panic.

More than a dozen states passed laws restricting comic book sales. Civic groups staged comic book bonfires. In 1948. In America. Book burnings.

Wertham’s research was later examined by scholars who found he had manipulated his data, misrepresented his clinical observations, and drawn conclusions unsupported by his evidence. Carol Tilley, a professor at the University of Illinois, published a detailed analysis in 2012 showing systematic distortion in Wertham’s work. But by then the damage – to an industry, to an art form, to the careers of hundreds of artists and writers – was irreversible.

The medium that felt threatened by comic books was print journalism. Newspapers had been losing younger readers to comics since the 1930s. The panic was, in part, the old medium attacking the new.


Rock and Roll (1950s-1960s)

The accusations against rock and roll were the same accusations, recycled verbatim, from the comic book panic. Corrupts the youth. Promotes sexual immorality. Leads to violence. Undermines respect for authority. The specifics changed – now the concern was rhythm instead of pictures – but the grammar of the complaint was identical.

In 1956, the New York Times published a piece describing rock and roll as communicating “a strongly suggestive and provocative element of the message.” Radio stations smashed records on air. Citizens’ councils organized boycotts. Segregationists – and this is the part that gets sanitized from the history – explicitly linked their opposition to rock and roll to race. The music was “negro music” being consumed by white teenagers. The moral panic was, in substantial part, a racial panic wearing the mask of cultural concern.

The medium that felt threatened was network radio and mainstream popular music – the Tin Pan Alley system of controlled, sanitized, and commercially managed entertainment. Rock and roll’s crime was that it emerged from outside that system. It was made by the wrong people for the wrong audience through the wrong distribution channels.


Dungeons & Dragons (1979-1991)

In 1979, a Michigan State University student named James Dallas Egbert III disappeared from campus. A private investigator named William Dear speculated, with no evidence, that Egbert had become lost in the steam tunnels beneath the university while playing a live-action version of Dungeons & Dragons. This was false. Egbert was struggling with depression and had attempted suicide. But the D&D angle was more interesting to the press, and the narrative stuck.

In 1982, Patricia Pulling of Richmond, Virginia, founded Bothered About Dungeons & Dragons (BADD) after her son Irving died by suicide. She attributed his death to D&D, claiming that a curse placed on his character in a school game had driven him to kill himself. She filed a wrongful death lawsuit against his high school principal. The suit was dismissed. She filed suit against TSR, the game’s publisher. That was dismissed too. She founded BADD and spent the next fifteen years campaigning against the game.

A 1985 episode of 60 Minutes featured the controversy. The segment interviewed Gary Gygax, co-creator of D&D, alongside Thomas Radecki of the National Coalition on TV Violence and Pulling herself. The framing was balanced in the television sense of “balanced” – which means presenting a baseless moral panic as a legitimate controversy with two equally valid sides.

The American Association of Suicidology investigated and found no causal link between D&D and suicide. The U.S. Centers for Disease Control investigated and found no causal link. Health and Welfare Canada investigated and found no causal link. Three separate agencies. Three separate conclusions. All the same: there is no there there.

In 1990, Michael Stackpole published The Pulling Report, a detailed analysis of BADD’s methodology. He found systematic errors in data collection, analysis, and reporting. Pulling’s statistics were wrong. Her causal claims were unsupported. Her organizational literature contained factual errors that a cursory fact-check would have caught. None of this mattered. The panic ran its course on its own timeline. BADD effectively ceased to exist only after Pulling died of cancer in 1997.

The Satanic Panic – of which the D&D panic was one component – was driven by the same structural dynamic: the old medium attacking the new. The gatekeepers of youth entertainment – network television, traditional board games, organized sports – were losing audience to a medium they did not control, did not understand, and could not participate in. The accusation (Satanism) was spectacular because the threat (children exercising creative agency outside parental supervision) was mundane.


Video Games (1990s-2010s)

After the Columbine High School massacre on April 20, 1999, media coverage focused intensely on the fact that the shooters had played Doom. The implication – never proven, supported by no evidence, and contradicted by every major study – was that the video game had contributed to the violence.

The U.S. Senate held hearings. California passed a law restricting the sale of violent video games to minors. The law was challenged and reached the U.S. Supreme Court, which struck it down in Brown v. Entertainment Merchants Association (2011), with Justice Scalia writing the majority opinion that video games are protected speech under the First Amendment.

The American Psychological Association, the American Academy of Pediatrics, and the U.S. Secret Service all studied the question. None found a causal link between video game violence and real-world violence. The Secret Service’s 2004 study of school shooters found that only 12% had any interest in violent video games – a rate lower than the general teenage population.

The medium that felt threatened was television. Network TV had been losing the youth audience to gaming since the early 1990s. The accusations against video games – they promote violence, they are addictive, they isolate children – were structurally identical to the accusations that had been leveled against television by print media in the 1960s. Television, once the corruptor, had become the concerned parent. The accused had become the accuser.


The War of the Worlds (1938): A Case Study in Medium Rivalry

On October 30, 1938, Orson Welles broadcast a radio adaptation of H.G. Wells’s The War of the Worlds on the Mercury Theatre on the Air. The broadcast was formatted as a series of fake news bulletins reporting a Martian invasion of New Jersey. Some listeners tuned in late, missed the introduction, and believed it was real.

The newspaper coverage of the broadcast is more interesting than the broadcast itself. Newspapers reported mass hysteria, nationwide panic, people fleeing their homes, traffic jams, and hospital visits. The scope of the actual disruption was modest – some phone calls to police and radio stations, some confused listeners. But the newspapers turned it into a national crisis.

Why? Because radio had been stealing newspaper advertising revenue for a decade. The Depression had devastated print media, and radio was the primary culprit. Newspapers had a financial motive to portray radio as irresponsible, dangerous, and in need of regulation. The “War of the Worlds panic” story was, in substantial part, the newspaper industry attacking radio – the old medium using a real but minor incident to argue that the new medium was a menace to public safety.

The pattern is always the same. The accusation is always projection. The old medium says the new medium is dangerous. What it means is: the new medium is taking our audience.


The Template

Here is the timeline:

  • 1790s: Novels will corrupt the youth
  • 1830s: Penny dreadfuls will corrupt the youth
  • 1938: Radio will corrupt the youth (War of the Worlds)
  • 1950s: Comic books will corrupt the youth (Senate hearings, 1954)
  • 1950s: Rock and roll will corrupt the youth
  • 1960s: Television will corrupt the youth
  • 1980s: Dungeons & Dragons will corrupt the youth (satanic panic)
  • 1990s: The internet will corrupt the youth
  • 1999: Video games will corrupt the youth (Columbine)
  • 2010s: Social media will corrupt the youth
  • 2020s: AI will corrupt the youth

Every entry follows the same structure. A new medium emerges. It reaches a mass audience faster than the old medium’s gatekeepers can control. The old medium raises the alarm. Senate hearings are convened. Experts testify. Laws are proposed. The panic runs for approximately ten to fifteen years. The laws are either struck down or rendered irrelevant by technological change. The new medium becomes the establishment. The next new medium appears. The cycle repeats.

No moral panic in this list successfully stopped the technology it targeted. Not one. The novels survived. The penny dreadfuls evolved into modern genre fiction. The comic books survived the CCA and eventually abandoned it. Rock and roll became the dominant popular music of the twentieth century. D&D is more popular now than it was during the panic. Video games are the largest entertainment industry on Earth. The technology always wins.


Why It Keeps Working

If the panic never stops the technology, why does the panic keep happening?

Because the panic is not about the technology. The panic is about the loss of gatekeeping power. Every moral panic in this list was initiated or amplified by the custodians of the old medium. Newspaper publishers attacked radio. Television anchors attacked video games. Print journalists attacked the internet. In each case, the people raising the alarm were the people losing audience share.

The language of corruption is a language of control. “The youth are being corrupted” means “the youth are consuming media we do not control.” The content of the panic is irrelevant. Novels, comics, music, games – the specific medium changes, the accusation does not. Because the accusation was never really about the content. It was about who gets to decide what the audience sees.

In The Fires of History, I argue that trolling is what happens when the gatekeepers lose control. The troll is the figure who exploits the gap between the old system’s rules and the new system’s capabilities. Every moral panic is the old system’s attempt to close that gap. It never works. The gap is structural. It is created by the technology itself, and it can only be closed by abandoning the old system entirely.

The technology always wins. The panic never stops the technology. The panic only reveals who was profiting from the old arrangement and how badly they want it back.


This essay draws from The Fires of History, coming fall 2026.


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