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Boundary testing refers to the power that media users have to explore the limits of social acceptability. Media forms that are based in representation can provide opportunities for the transgression of sociocultural boundaries in a controlled manner, which advocates see as a healthy form of release. Critics of media violence interpret these interactions as harmful to the media user, particularly if the user is a young person. This entry provides a brief overview of boundary testing as related to historical and contemporary media forms, summarizing positions related to liberatory media practices and media violence.

Moral Panic and Boundary Testing

Boundary testing has its historical roots in the various familial and social structures that are found across culture and geographic location. To better understand how boundary testing relates to media violence, it is necessary to explore the notion of moral panic as it relates to media use. Moral panic refers to the dangers associated with actions or behaviors that a society deems inappropriate or immoral. It is common to find historical examples of moral panic intertwined with media use; Plato’s fear that the printed word would lead to the destruction of memory and the corruption of youth is an early example.

More recently, one can find examples of moral panic in the popular acceptance of comic books in the 1950s, and the concern over violent video games at the end of the 20th century. Seduction of the Innocents, published in 1954 by psychologist Frederic Werthem, summarized the fear associated with the new popular comic book medium, setting into motion U.S. Senate hearings on comic books and juvenile delinquency and spawning the Comics Code Authority. Video games such as the Grand Theft Auto series brought the potential dangers of racist, sexist, and violent content to public attention. The ban on the sale of video games that had been labeled as violent was argued in front of the U.S. Supreme Court in 2011. The voluntary labeling system, similar to the Comics Code, was put into place by video game manufacturers. However, the Supreme Court found that video game sellers could not ban the sale of such products because such a ban represented an infringement upon the First Amendment right to free speech. Boundary testing can be seen in the popular acceptance of comic books and video games. As discussed, the acceptance of media forms by young people is often accompanied by controversy.

Age and Boundary Testing

The moral panics of comic books and video games are closely associated with the age of the media user. Boundary testing is a common occurrence in the development of the child. Most theories of child development address the challenges to the early boundaries that children encounter. Swiss psychologist Jean Piaget developed his stage theory based on the actions of the child upon genetic factors and within the milieu of the family structure. The child in stage theory encounters boundaries, in the form of schema, and in the act of engagement creates new knowledge in the process. Russian psychologist Lev Vygotsky developed his theory of child development, known as the zone of proximal development, around the idea that young people learn from those who are more experienced. Learning takes place in the situations when young people are challenged to develop novel responses to new experiences.

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