Abstract
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.
Original language | English |
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Journal | Games and Culture: A Journal of Interactive Media |
Volume | 5 |
Issue number | 4 |
Pages (from-to) | 335-3535 |
ISSN | 1555-4120 |
Publication status | Published - 2010 |
Keywords
- Escapism
- Digital Games
- Virtuality
- Play vs. Work Dichotomy
- Everyday Life Integration