Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/93986| Title: | Digital games and escapism |
| Authors: | Calleja, Gordon |
| Keywords: | Video games -- Psychological aspects Escape (Psychology) -- Computer games Video gamers -- Psychology Virtual reality -- Psychological aspects |
| Issue Date: | 2010 |
| Publisher: | Sage |
| Citation: | Calleja, G. (2010). Digital games and escapism. Games and Culture, 5(4), 335-353. |
| 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. |
| URI: | https://www.um.edu.mt/library/oar/handle/123456789/93986 |
| Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
| File | Description | Size | Format | |
|---|---|---|---|---|
| Digital_games_and_escapism_2010.pdf Restricted Access | 145.46 kB | Adobe PDF | View/Open Request a copy |
Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.
