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Digital Games and Escapism

Bibliographic Data

ID2409433
AuthorsGordon Calleja (0000-0002-8562-3869, IT University of Copenhagen, corresponding author)
Year2010
Volume5
Issue4
Pages335-353
Publication date2010-10-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412009360412
OpenAlexW2111639631
LanguageEN
Citations received49
References cited14

Digital games are often viewed as being inherently escapist on two counts. First, they are the shining proponents of cutting edge virtuality, embodying the alluring unreality of something erroneously conceived of existing on the other side of a screen. A second reason for associating games with escapism relates to a common perception of play and games as opposite of seriousness and work and somehow set apart from the ordinary, everyday life. The paper discusses the nature of escapism and relates it to the above theoretical issues which contribute to a view of digital games as inherently escapist. The paper proposes a renewed view on digital games and escapism that takes into account their distinctive qualities and their role in everyday life

Aesthetics · Art · Epistemology · Escapism · Everyday life · Perception · Seriousness · Set (abstract data type · Sociology · Virtuality (gaming · Cinema and Media Studies · Computer Science · Digital Games and Media · Impact of Technology on Adolescents · Philosophy · Psychology · Social Psychology

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Unique citing works49
Citations per year3,5
Citation span2012 - 2026 (15)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 49

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