In sociology, deviance describes an action or behavior that violates social norms, including a
formally enacted rule (e.g., crime), as well as informal violations of social norms (e.g., rejecting folkways and mores). Deviance is a behavioral disposition that is not in conformity with an institutionalized set-up or code of conduct. Although deviance may have a negative connotation, the violation of social norms is not always a negative action; positive deviation exists in some situations. Although a norm is violated, a behavior can still be classified as positive or acceptable. Social norms differ throughout society and between cultures. A certain act or behavior may be viewed as deviant and receive sanctions or punishments within one society and be seen as a normal behavior in another society. Additionally, as a society's understanding of social norms changes over time, so to does the collective perception of deviance. Deviance is relative to the place where it was committed or to the time the act took place. Killing another human is generally considered wrong for example, except when governments permit it during warfare or for self-defense. Deviance may be either positive or negative. Negative deviance involves behavior that fails to meet accepted norms. People expressing negative deviance rejects the norms, misinterpret the norms, or are unaware of the norms.
Positive deviance involves over conformity to norms. Positive deviants idealize group norms. Positive deviance can be as disruptive and hard to manage as negative deviance.
Types of Deviances
Video Games and Deviance
Another area of current research that is of great interest to many people is the alleged effects of violent video games on behavior. Karen Sternheimer explains that a lot of the concern around video games is illustrative of the social construction of deviance. According to Sternheimer, "Politicians and other moral crusaders frequently create "folk devils," individuals or groups defined as evil and immoral. Folk devils allow us to channel our blame and fear, offering a clear course of action to remedy what many believe to be a growing problem. Video games, those who play them, and those who create them have become contemporary folk devils because they seem to pose a threat to children." (p. 13) The assumption is that playing violent video games will lead children to act out violently. However, there is a growing body of literature that is either inconclusive on this issue or that contradicts this assumption: it does not appear as though playing violent video games results in violent behavior. The reason why the assumption that playing violent video games is not accurate is because it decontextualizes violence. Those who claim violent video games lead to violence fail to realize that violence is context dependent and most players of video games are fully aware of this. Individuals who play video games recognize that violence in the context of the game is okay and that it is not okay to be violent outside of that context. Additionally, many of the studies that have claimed to have found a connection between playing video games and violent behavior have failed to control for other influences on violent individuals, influences that are more likely to translate into violent behavior: neighborhood violence and instability, family violence, and even mental illness. Seldom is a connection made between adult shooting sprees in the workplace (which are far more common than school shooting sprees and video games. Instead, people look toward contextual influences like those described above (i.e., job loss, family problems, etc.). In other words, violent video games are the folk devils for violent behavior in children, but not for adults. Finally, the video game explanation is also illustrative of social-conflict and racial discrimination. Seldom is the explanation of a black violent offender's behavior playing violent video games. The assumption is that black culture encourages violence; as a result, violent behavior by young black men is not "shocking," so it does not require a folk devil to explain it. This is, of course, discriminatory. In contrast, it is generally white, middle-class violent offenders whose behavior is explained by alleging a video game connection. The fact that these violent offenders are white and middle class threatens the "innocence and safety of suburban America, which means it requires a folk devil culprit, absolving white, middle-class America of the blame.