Cinéma, comics et jeux vidéo : panorama des formes d’autorégulation au XXe siècle

At various times in the last century, the American entertainment industry faced “moral panics,” phenomena that arise when the cultural practices of a minority become the subject of a disproportionate collective reaction, whether due to the scale of media coverage, the abusive generalization of the s...

Full description

Saved in:
Bibliographic Details
Main Author: Olivier Caïra
Format: Article
Language:English
Published: Association Française d'Etudes Américaines 2025-07-01
Series:Transatlantica
Subjects:
Online Access:https://journals.openedition.org/transatlantica/24708
Tags: Add Tag
No Tags, Be the first to tag this record!
Description
Summary:At various times in the last century, the American entertainment industry faced “moral panics,” phenomena that arise when the cultural practices of a minority become the subject of a disproportionate collective reaction, whether due to the scale of media coverage, the abusive generalization of the subject or the alleged dangers associated with them (Cohen 9). These factors have forced entertainment industries to set up self-regulatory practices, first to encourage, then to constrain creation. While they have been studied in the respective fields of cinema, comics and video games, it is also important to consider their interrelationships. How does the Comics Code differ from the Hollywood Production Code? How did the video game industry, which emerged later within an already globalized context, draw inspiration from the information and sanctioning systems that prevailed in other industries? The aim of this chapter is to propose a general outline of the relationship between social demand for control and studio self-regulation, while taking into account the specific features of each of the industries involved.
ISSN:1765-2766