Recently, the Tampa Bay Buccaneers shocked many American football fans with an act that might not seem particularly controversial: they continued playing until the game officially ended.

In the final seconds of their game against the New York Giants, the Bucs were behind and almost certain to lose, but not absolutely and inevitably defeated. With the score at 41-34, if the Bucs could get the ball before the clock ran out and manage a touchdown and a successful conversion, they could tie the game or even win outright, depending on the type of conversion.

When the Giants snapped the ball, Tampa’s players rushed forward.

The Bucs broke a taken-for-granted norm in football: they rushed a quarterback who was taking a knee. When a team has possession of the ball in the last moments of a game, the quarterback can run out the clock by holding onto the ball and touching a knee to the ground. When it’s obvious a quarterback is going to do so, the opposing team is expected to acknowledge that the game is effectively over and let the quarterback quickly take a knee without interference.

The Bucs didn’t. They continued playing serious defense. Giants quarterback Eli Manning was knocked backward by his teammates as they tried to protect him from the unexpected rush.

Tampa’s players, and in particular coach Greg Schiano, were widely accused of poor sportsmanship. The Giants’ coach yelled at Schiano on the field and Manning called it a “cheap shot”. Giants’ player Justin Tuck said the Bucs should have refused their coach’s order to carry out what he called a “classless” play.

But NFL officials confirmed that what they did was entirely within the rules of the game. Teams generally take a hands-off approach to a quarterback who is clearly planning to take a knee, but they aren’t actually required to stand around and let him do it unopposed.

And as NPR reported, if we look back a few decades, taking a knee was itself seen as a bit classless. In the 1978 “Miracle at the Meadowlands” game between the Giants and the Philadelphia Eagles, the Giants lost when they fumbled the ball at the last minute. Taking a knee would have ensured a win, but their coach ordered another play because he, like many coaches at the time, saw taking a knee as unsporting, an unworthy way to guarantee victory.

That loss changed the status of taking a knee. No one could believe a team had all but given away a victory. Giants fans were enraged. The coach was summarily fired and never worked in football again.

For coaches, the take-away message was clear. Running a play carried the risk of a last-minute interception and humiliating defeat, possibly followed by the abrupt end of your career. Taking a knee was a sure thing. It quickly became standard procedure. Teams developed formations for use specifically when they plan to take a knee (thus also signaling their intent to the other team). The stigma that remained around taking a knee disappeared; it has been redefined as an acceptable and even expected move. But for it to work — that is, for it to allow a quick end to the game while minimizing the possibility of risk to players (and especially the quarterback) — the opposing team has to play their role in the script and acquiesce to running out the clock.

Tampa’s coach challenged current norms by treating taking a knee as an outcome for the other team to successfully accomplish, not an opposition-less move that requires only a signal of intent. The Bucs’ violation of this norm has been widely condemned. Football fans viewed it as putting players in danger of injury from the unexpected defensive move with very little chance of actually changing the outcome of the game — a likelihood of success low enough that fans I spoke to questioned Schiano’s motives, suggesting he knew he couldn’t win and was actively intending to hurt the other team.

What counts as a “classy” play or a “cheap shot”? Schiano defended his choice by saying he asks his team to play hard for every second of the game, an attitude that might normally be praised. We romanticize the idea of never giving up, of playing as hard as you can against all odds. But because taking a knee has been accepted as reasonable, expected behavior, failure to follow its taken-for-granted script is widely perceived not as a daring move by the defense, but as an unsporting disregard for the spirit of the game.

In a related story, see footage of a middle school football team tricking their opponent into thinking they weren’t playing when they were.

Gwen Sharp is an associate professor of sociology at Nevada State College. You can follow her on Twitter at @gwensharpnv.

In “Rule Enforcement without Visible Means,” Theodore Caplow discusses conformity to the norms that guide the practice of celebrating Christmas. These norms are informal — that is, they aren’t enforced in any official way and aren’t encoded in policy — yet Caplow found consistent agreement on expectations, as well as conformity to them. Some of these are easily identifiable, such as the Wrapping Rule, which requires that gifts be wrapped in Christmas-appropriate wrapping paper (or at least marked with a bow if they’re too large or irregularly-shaped to be wrapped).

Others aren’t so readily apparent. For instance, Caplow discusses the Scaling Rule, which guides our purchases of gifts based on the relationship with the recipient. Everyone agreed that a spouse should get the single most valuable gift you buy; kids come next (and should have equal amounts spent on them), then parents/in-laws (who should get similarly valuable presents), and so on. There is a widely-accepted unspoken hierarchy for giving gifts. While we say “it’s the thought that counts,” we also believe that the gifts we give carry social messages about how much we care. Regardless of intent, giving a gift that is perceived as nicer or more expensive to a coworker than to your spouse, or spending more on friends than your kids, would likely be taken as a sign of inappropriate or misplaced loyalties.

Caplow’s point is that social interactions are highly regulated by informal norms, ones we learn and follow often without ever openly recognizing them. Will LaSuer sent in a video that illustrates this point. The video explains etiquette in men’s restrooms: proper spacing when selecting a urinal, flushing, making eye contact or speaking to others in the restroom, and so on. It’s an explicit discussion of the usually taken-for-granted norms of daily life.

One note: The first 4:40 of the video covers these basic norms. After that, it goes on to a long scenario that you may want to skip. While, as Will says, the language and imagery is nothing you wouldn’t see in, say, South Park, if you’re thinking of using the clip in class to illustrate norms, I’d definitely stop at the 4:40 point, both because of the content and because I don’t think the rest of the video contributes anything to the basic sociological point.

Will suggests using the video along with John Paul’s “urinal game” to help students grasp the concept of informal norms.

Caplow, Theodore. 1984. “Rule Enforcement without Visible Means: Christmas Gift Giving in Middletown.” American Journal of Sociology 89(6): 1306-1323.

Paul, John. 2006. “‘Flushing’ Out Sociology: Using the Urinal Game and Other Bathroom Customs to Teach the Sociological Perspective.” Electronic Journal of Sociology. ISSN: 1198 3655.

In light of Romney’s comments regarding those who depend on the government, we thought we’d re-post this great data showing that many people who are using government social programs don’t know they are doing so.  

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Dolores R. sent in a fascinating image posted at boingboing. It comes from a paper by Suzanne Mettler, a professor in the Department of Government at Cornell. Mettler first asked survey participants whether they had ever used a federal U.S. government program. Then later in the survey she specifically asked respondents whether they had ever benefited from or participated in specific federal programs. As it turns out, large number of people who have benefited from various federal programs or policies do not recognize themselves as having done so. This table shows what percent of people who said they had participated in or used these 19 federal programs had earlier in the surveys said they had never used any social program:

Mettler argues that recipients are less likely to recognize themselves as benefiting from programs that are part of what she calls the “submerged state” — programs and policies that provide incentives and motivations for particular behaviors in the private sector, rather than overtly directing behavior. If you receive food stamps, you interact directly with a government agency, are required to periodically meet with a government worker and reapply to re-establish eligibility, and can point to a specific thing that links you to the program (these days usually a debit-type card rather than the old style coupons/stamps).

On the other hand, if you participate in the government’s mortgage interest deduction program, which encourages home ownership by allowing people to deduct the cost of mortgage interest from their taxable income (which you can’t do with rent costs, for instance), it’s less noticeable that you are benefiting from a federal policy. You get a form from your mortgage company that provides the relevant number, and you transfer it over to the correct line when you’re filling out taxes.

Notably, the programs recipients seem least likely to recognize as a government program are among those the middle (and higher) classes are most likely to use, while those more common among the poor are more clearly recognizable to those using them as government programs. Yet allowing you to write off mortgage interest (but not rent), or charitable donations, or the money you put aside for a child’s education, are all forms of government programs, ones that benefit some more than others. But the “submerged” nature of these policies hides the degree to which the middle and upper classes use and benefit from federal programs.

In Wayward Puritans: A Study in the Sociology of Deviance, Kai Erikson states,

 …the agencies built by society for preventing deviance are often so poorly equipped for the task that we might well ask why this is regarded as their “real” function in the first place. (p. 14)

He notes that the amount of deviance and crime found in a society is largely related to how many resources we commit to looking for it. And once we’ve created institutions and industries to deal with particular types of deviance, we tend to continuously find enough deviance to continue to justify the system’s existence. If we’ve built a large criminal justice system, that system takes on a self-sustaining life of its own. Even if we eradicated all major crime as we know it, Erikson suggests, the agencies would turn their attention to behaviors we’ve previously ignored or treated as relatively unimportant, finding a new reason for the system’s existence and access to resources.

In the past several decades, fighting the War on Drugs has become an important role of the U.S. criminal justice system. Drug infractions are a major cause of the growth in imprisonment rates and, especially, the racial gap in incarceration.

I thought of Erikson’s insights when I recently saw the trailer for The House I Live In, an upcoming documentary about the impact of the War on Drugs. The trailer highlights the way that low-level drug dealers and addicts are fed as raw material into the criminal justice system. Law enforcement agencies often benefit directly from seizures of cash or property during drug busts, which then becomes property of the agency; additionally, agencies that design programs to target drug use/sales often get access to federal funds for training and equipment that they’d have no way to purchase otherwise:

The War on Drugs is an industry, one with vested interests with a powerful motivation to ensure its continued existence and expansion, regardless of any objective cost-benefit analysis of the consequences of incarcerating such a large proportion of the population or even of the effectiveness of our policies for actually decreasing drug use.

Confirmation bias is the tendency to search for or interpret information in a way that reaffirms our pre-existing beliefs. We may selectively notice information; for instance, if we think the full moon makes people act weird, we’re likely to notice and remember strange things we see people doing during a full moon better than strange things we observe at other times (or than all the people we see acting perfectly normally during a full moon). We tend to perceive what we expect to see, our brains struggling to come up with reasons that justify what we already think.

Dmitriy T.C. sent in a video that illustrates this particular type of selective thinking. Jimmy Kimmel gave people on the street an exclusive look at the iPhone 5 and asked what they thought of it. Except, of course, the iPhone 5 isn’t available yet. What he actually gave them was an iPhone 4S. But when told they’re looking at a new version of the iPhone, everyone immediately perceives clear improvements that make it better than the iPhone 4.

You might expect this from people who don’t have much knowledge of iPhones; they don’t have a clear basis for comparison, so whatever features seem neat, they assume are new. But even people holding their own iPhone 4 up for direct comparison perceive the “iPhone 5” Kimmel hands them to be superior, noting a range of details — it’s lighter, faster, just clearly better. They think a new version of a gadget must be way more awesome than the previous version, and Apple has an aura of coolness that leads people to expect their new products should be extra amazing. Since people expect a new iPhone to be awesome, they notice, or invent, features that confirm that it is, indeed, awesome.

It’s a really fun demonstration of this cognitive bias:

If you followed media coverage of the Democratic party convention last week, you may have heard about the short-lived controversy that broke out over the lack of the word “God” in the party platform (as well as the platform not explicitly mentioning Jerusalem as the capital of Israel). Fox News picked up on the lack of religious references and highlighted it as a major failing. Both items were hastily added to the platform.

Over at Organizations, Occupations and Work, Chris Prener posted a graph showing the number of times “God” appears in the party platforms over the last century. As Prener mentions, explicit references to a deity  were rare before World War II. After including it a few times in the ’40 and ’50s, the Democratic party platform mostly left it out until the 1996. The Republican party has much more consistently included “God” at least once in each platform since 1948, but 2012’s platform stands out, since it has more than double the mentions as in any prior platform:

Using the word “God” in official party platforms isn’t a tradition inherited from the earliest days of the two parties. It’s a relatively recent change, illustrating a trend toward more explicit inclusion of or reference to religion in U.S. politics and by political candidates.

The blog Street Anatomy looks at representations of human anatomy in textbooks, design, and pop culture.  One aspect they look at is gendered presentations of human bodies in medical texts. Some of the examples they’ve collected are on display in the Objectify This: Female Anatomy Dissected and Displayed exhibit, which runs through September 29th at Design Cloud Gallery in Chicago.

Curator Vanessa Ruiz posted a textbook included in the exhibit. The Anatomical Basis of Medical Practice, published in 1971, used naked female bodies posed in ways reminiscent of pin-ups. As the authors explained,

In our own student days we discovered that studying surface anatomy with a wife or girl friend proved to be not only instructive, but highly entertaining. Since the majority of medical students still tend to be males, we have liberalized this text by making use of the female form. But, more to the point, we have done so because a large portion of your future patients will be women and few texts have pointed out surface landmarks on the female.

Below are some sample illustrations; I’m putting them after the jump since they include nude women.

The authors used a “robust, healthy male” to appeal to the “growing ranks of female medics,” though from what I’ve read, the male models are usually wearing underwear and were used mostly to illustrate less sexualized body parts such as arms, while the images of female models often have their nipples and butts pointed out even in illustrations where those features are irrelevant.

So it wasn’t exactly equal-opportunity objectification. It was part of a general cultural pattern in which straight men find their sexual subjectivity legitimated as they are frequently presented with images of female bodies that are intended to be looked at with sexual desire. Straight women have not generally received as many messages assuring them that feeling sexual lust is acceptable or even encouraged, as men are much more rarely presented in highly sexualized manners for the pleasure of viewers.

Perhaps had the authors printed it a bit earlier, they would have found a space for their take on teaching anatomy, or at least it might have died quietly. By 1971, however, reaction to the text was mostly negative, many were returned to bookstores by instructors who didn’t want to use them, and there were threats of boycotts and letters of protest. It didn’t sell particularly well, and wasn’t reprinted after the first run ran out. If you’re in Chicago, you can see this odd little piece of textbook history at the exhibit.

[Note: Trigger warning for sexist, demeaning language and violent imagery.]

If you’re a regular reader of Soc Images, chances are pretty good that you also know about Anita Sarkeesian’s project to look at sexism in video games. Sarkeesian, who runs the fantastic Feminist Frequency site, attracted a large amount of hateful online attacks and harassment after starting a Kickstarter campaign to raise a few thousand dollars for a project looking at sexism in video games. If you aren’t aware of the story, check out any of the many media stories about her experience.

Sarkeesian’s project looks at stereotypes or sexist imagery in the design of the games themselves. My coworker Darren D. let me know about a website that highlights another element of sexism in the gaming community: the demeaning or threatening sexist comments gamers often send to other players, especially those they believe are women. Fat, Ugly or Slutty collects examples of the sexual harassment and sexist attacks that are an unfortunately common part of female gamers’ lives.

Many of the comments sexualize and objectify the women by suggesting they should be sexually available to other players or open to comments on their appearance. Some angrily lash out with hateful sexist attacks and put-downs about physical appearance and sexuality. Others send threats or vivid scenarios of violence.

As one of my female students told me last semester, as a gamer, she has the extra mental and emotional burden of having to decide, every time she considers playing, whether the joy she gets from the game outweighs the likelihood that she’ll be called a whore or a bitch or have to ignore sexual comments as she tries to concentrate on the game.

For more on the topic, check out the BBC’s documentary “Guns, Girls and Games.” Also check out Not in the Kitchen Anymore, where Jenny Haniver posts recordings of the types of sexist comments she has to deal with as a female gamer.

UPDATE: Several commenters have pointed out that men also get comments like at least some of these. That is absolutely true. Insults of a wide and creative variety are thrown around. But these comments, whether targeted at men or women, illustrate a common cost of admission to online gaming: whether a man or a woman, you have to expect sexist, demeaning, violent insults if you want to play. Those are the informal rules of the game.

And yes, both men and women receive these types of objectifying or sexist comments. In a world in which women are more likely to face this type of behavior in their everyday lives outside of gaming, and in which women playing multi-player or FPS games generally find themselves in the minority, the fact that both male and female gamers experience these insults shouldn’t reassure us that the impacts of them are equal and, thus, harmless.

Gwen Sharp is an associate professor of sociology at Nevada State College. You can follow her on Twitter at @gwensharpnv.