Digital Games and Escapism
Bibliographic Data
| ID | 2409433 |
|---|---|
| Authors | Gordon Calleja (0000-0002-8562-3869, IT University of Copenhagen, corresponding author) |
| Year | 2010 |
| Volume | 5 |
| Issue | 4 |
| Pages | 335-353 |
| Publication date | 2010-10-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412009360412 |
| OpenAlex | W2111639631 |
| Language | EN |
| Citations received | 49 |
| References cited | 14 |
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
The Validity and Reliability of the Digital Gaming and Physical Activity Relationship Scales Amongst Finnish Adolescents
Niepewność w grach – potencjalne korzyści i straty
From active escapism to virtual withdrawal
The dynamic interplay between neuroticism, extraversion, and problematic gaming in adolescents
Students’ game addiction caused by multi-constructs and multi-dimensions
Down the Digital Rabbit Hole
Pandemic rhythms
Making sense of the pandemic
How do attachments to people and places affect the relationship between the use of virtual places and mental health
Autobiographical phenomenology of memories of fiction
Gift of fantasy
Problematic gaming, social withdrawal, and Escapism
Migration to the metaverse and its predictors
How cultural elements shape game evaluations
Emotions and online gaming experiences
Impacts of real-world need satisfaction on online gamer loyalty
Lessons learned on student engagement from the nature of pervasive socio‐digital interests and related network participation of adolescents
Emotion regulation, need satisfaction, passion and problematic video game play during difficult times
Understanding the relationship between the Proteus effect, immersion, and gender among World of Warcraft players
Problematic symptoms among binge watchers in Islamabad and Rawalpindi, Pakistan
How We Tell Apart Fiction from Reality
Ludic encounters – understanding surveillance through game metaphors
Building connections and slaying basilisks
“She's Built Like a Tank”
Mu l tiple embodiment relations
“I Can be Who I Am When I Play Tekken 7”
Fantasies of Adequacy
Grand Theft Auto IV
Playing for Fun, Training for War
I wasn’t me, grieving in my room. I was Spiderman’
Sissy Hypno
Playing during a crisis
Eudaimonia and Hedonia in the Design and Evaluation of a Cooperative Game for Psychosocial Well-Being
Formes de l’autorégulation de la vie sociale des joueurs intensifs de Massively Multiplayer Online Games (MMOGs)
Media-induced recovery
Playing is sharing. La condivisione e il tempo libero nelle reti sociali di gioco
Research Directions in the Study of Gaming-Related Escapism
What are escapists made of, and what does it have to do with excessive gambling and gaming
Machphrasis
Molecular Mario
Leaving Earth, Preserving History
Digital Games as Safe Places
Digital gaming culture in Vietnam
Armchair travel through video games
Exploring adolescent computer gaming as leisure experience and consumption
Binge-watching
Rhetorical Strategy and Creative Methodology
Online Disinhibition, Normative Hostility, and Banal Toxicity
Playful Simulations Rather Than Serious Games
| Unique citing works | 49 |
|---|---|
| Citations per year | 3,5 |
| Citation span | 2012 - 2026 (15) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 49 |