This theoretical thesis employs critical discourse analysis to scrutinise the construction of video game addiction in Swedish press from 1991 to 2017, and examines its potential contribution to a moral panic. Our research is based on the assumption that media discourse influences societal norms, which in turn, can profoundly affect individuals and groups.
Our primary results suggest that a small group of moral entrepreneurs, mainly treatment providers for gambling disorders, were given an ideological near-monopoly over the conceptualization of video game addiction in the Swedish press. They popularised diagnostic criteria and screening tools by paraphrasing those developed for substance addiction, thus implying that this new disorder was just like substance addiction and therefore warranted similarly aggressive interventions and possibly clinical treatment.
Additionally, we found that the often alarmist concerns over players' health, education, social life and other presumed harms of video game addiction were not primarily rooted in the games themselves. Our sample shows that the discourse seamlessly expanded to incorporate new sources of addiction, treating video games, the Internet, computers, social media, smart phones, and, most recently, screens as functional synonyms.
Our analysis suggests that the moral panic might be a manifestation of deeper societal factors, including traditional patriarchal family values, prejudice against youth, expectations of neuro-normativity, and conservative views on digital media. Recognizing the influence of these underlying factors may help parents, teachers, social workers and gamers themselves navigate the still-ongoing media trend of using pop psychology and amateur neuroscience to justify patriarchal and capitalist morality tales.