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Austrian Journal of Humanities and Social Sciences, «East West» Association for Advanced Studies and Higher Education

GmbH. Vienna. 3-4 (1) 2015,


- pp. 103-105.

Olkina Oxana Igorevna,


Institute of Psychology of Russian
Academy of Sciences (IP RAS),
Postgraduate student
E‑mail: olkina.o@gmail.com

Escapism: current studies and research prospects


in contemporary psychology
Abstract: A review and investigation of current empirical studies and tendencies in the
escapism problem is presented. It is also substantiated that the future research projects should
be concentrated on designing and validating a fundamental theoretical approach of escapism.
The integrative theory should be able to explain the phenomenon in a broader meaning and
integrate its two opposite poles — negative and positive escapism.

Keywords: escapism, avoiding the reality, cyberpsychology, role-playing games, online


addiction, imagination, integrative approach.

In a modern media society, individuals symptoms of psychological distress, life


are provided with a wide range of tools to satisfaction and internet addiction, the
escape from reality which vary from negative escapism factor is much more
consuming psychoactive substances to significant than the positive. Because of this,
participating in online games or engaging in they define escapism as an avoiding behavior
different subcultures’ activities. The and propose to measure only negative
problem of escapism and immersion in aspects of the phenomenon [2]. The most
alternative realities, of any kind, is that it recent Polish research conducted on a large
involves the issues of emotional, mental and scale sample (N = 1056), also showed that
sometimes even physical personal well- those players who have the escapist
being, and, thus, becomes critical. motivation spend more time online. They
At the moment a number of empirical highlight the lack of offline support and the
studies, devoted to the issue of avoiding the growing amount of online support as a key
reality, or escapism, exist in USA and factor of internet addiction [4].
Europe. The phenomenon is mostly The two aspects of escapism are also
associated with, or affected by, emerging investigated in a number of theoretical
technology and is being studied in a specific studies. A. Evans supposes that escapism is a
field of cyberpsychology. The issue of kind of activity occurring because of the cur-
escapism emerges in a context of young rent conditions of our media society. He
people and adults getting involved into offers a mixed classification of escapism
different types of online games and the types:
developing problems of addictive behavior. • Avoiding — the main aim of this type
For instance, N. Yee considers escapism as a of escapism is running from reality
way of relaxation and avoiding real world and real life difficulties;
problems. He invented a tool for measuring • Passive — this type of escapism
different aspects of online players’ includes activities when person
motivation (MTPI, Motivation of play doesn’t have to make efforts, e. g.
inventory). His data analysis showed that listening to music, watching TV or
escapism was the strongest predictor of movies etc.
online addiction [8]. Thereafter, Hagström • Active — this type of escapism
D., Kaldo V. modified the MTPI scale assumes a change of activity, from the
dividing so-called “positive” and “negative” main one (e. g. job) to the alternative
escapism. After replicating Yee’s research, one (hobbies). Among the brightest
they concluded that, in determining the examples are computer games,
Austrian Journal of Humanities and Social Sciences, «East West» Association for Advanced Studies and Higher Education GmbH. Vienna. 3-4
(1) 2015, - pp. 103-105.

fishing, poetry, singing etc. distraction from reality and an essential


• Extreme — activities which are condition for creative activities. Also she
actually or potentially dangerous designed a questionnaire aimed to
(drugs or alcohol use, roof jumping investigate the two types of escapism. Her
etc.) pilot study (N = 62) on dancers (aged 18–32)
A. Evans distinguishes productive and shows that systematic self-reflection based
“unhealthy” escapism and outlines the on distancing oneself from the situation and
following indicators of the second one: an ability to look at oneself objectively, from
procrastination, psychosis, denial (leading aside, are the key predictors of positive
to rejection of social norms, rigid personal escapism [5].
stance on life and isolation) and addiction T. Savchenko and O. Olkina investigated
(inability to control habits) [1]. Hartevald C. avoiding the reality by means of immersion
H., Mayer I. developed A. Evans’ approach into the simulated world of live role-playing
and consider cause-based and effect-based games (RPG). These games provide their
escapism. The first one emerges when a participants with the opportunity of being
person gets bored and wants to escape from submerged into a different reality created by
a mundane daily life, or, to the opposite, the game master in actual time and space.
when one gets too stressed and desires to Participants have their own individual roles,
avoid life challenges. The second kind of or personal legends according to the
escapism is aimed to quit beyond the limits reconstructed epoch and game plot. Also
of the reality by means of daydreaming or they wear costumes relevant to the
getting involved into activities for getting atmosphere of the simulated world (as in
pleasure. The researchers suppose that the computer games, these words can vary from
effect-based escapism is productive and medieval times to futuristic scenarios) and
contributes to personal self actualization interact with each other on behalf of their
[3]. characters. Researchers suggested that in
F. Stenseng investigates escapism in a this case escapism can be driven with the
social context. He designed the Dualistic intention to change the cognitive component
Model of Passion and offers two dimensions of self-image to the more desired one. The
of avoiding the reality: self-suppression and empirical findings of the study (N–40)
self-expansion. Self-suppression is aimed to showed several clusters of gamers who had
avoid the negative emotions and has an different changes in their self-image after
alternate activity in its focus. Self-expansion participating in role-playing game and
is motivated by gaining a new positive correlated it with personal qualities and
experience and involvement. His empirical special features of game’s context. Dreamy
findings confirm the model: the correlation and considerate, empathic participants
between self-suppression and low well- described themselves as less honest and
being, level of self-control has been proved, truthful after the game. The same time,
whereas self-expansion is related to suspicious, less confident and more anxious
subjective well-being, flexibility in choosing gamers said noticed positive transformations
activities, and generally results positively in their self image and described themselves
[7]. as more confident and self-efficient after the
In Russia the work which might be game. Due to the researchers’ conclusions, it
considered as the beginning of escapism’ can be explained by the dualistic feature of
investigation in personal psychology is a role playing games’ context, when, on the
pilot study conducted by A. Kardopoltseva. one hand, gamers have to make an
Based on F. Stenseng’s findings, she also unpleasant choice as, being highly motivated
investigates the two types of escapism in a to reach their aims, they realize that if they
life context. She concentrates on a positive win, the other people will certainly lose. On
escapism and defines it much broadly, as a the on other hand, the game provides them
form of self actualization. To her mind, with extra resources (like magic or special
escapism is a conscious and controlled skills etc.) and freedom of actions they lack
Austrian Journal of Humanities and Social Sciences, «East West» Association for Advanced Studies and Higher Education GmbH. Vienna. 3-4
(1) 2015, - pp. 103-105.

in real life. Thus, both-sided context submersion into online world or


determines different changes into self participation in RPGs. Avoiding the reality
perception among role players [6]. also refers to an immersion into psychotic
As it can be seen from the above, most illusions caused by altered states of
researchers use factoring methods in their consciousness, worlds created in one’s
empirical studies; they are mostly being imagination while reading fantasy books,
held in the spheres of cyberpsychology and listening to music, or watching pieces of art
social psychology. Most researchers offer etc. Ultimately, the process of daydreaming
and justify the ambivalent model of positive and fantasizing can be considered as
and negative escapism, being mostly escaping from the real world as well. Finally,
concentrated on the last one. Also several the phenomenon of escapism must be
determinants of escapism (subjective well- studied as a more encompassing one. There-
being, social support, self-reflection etc.) are fore, theoretical studies aimed to balance and
being investigated rather fragmentally, explain the two poles of the escapism
without integrative theoretical layout. phenomenon and investigate it in a wider
In conclusion it must be said that context, as a universal mechanism allowing a
current research projects of escapism are person to escape the reality for adaptation to
quite specific and do not fully cover real life, seem to be a prospect research line
fundamental theoretical issues of the in a nowadays personality psychology.
phenomenon. It is rarely taken into account
that escapism may have a broader meaning
and can’t be reduced to a simple

References:
1. Evans A. This virtual life. Escapism and simulation in our media world. – London: Fusion
Press, 2001.
2. Hagström D., Kaldo V. Escapism among Players of MMORPGs – Conceptual Clarification, Its
Relation to Mental Health Factors, and Development of a New Measure.//Cyberpsychology,
Behavior and social network- ing. – 2014. – 17 (1).
3. Hartevald C. H., Mayer I. Press enter or escape to play: deconstructing escapism in
multiplayer gaming.//Break- ing new ground: innovation in games, play practice and theory.
Proceedings of DiGRA, – 2009.
4. Kaczmarek L. D., Drążkowski D. MMORPG escapism predicts decreased Well-being:
examination of gaming time, game realism beliefs, and online social support for offline
problems.//Cyberpsychology, Behavior, and Social Networking, – 2014. – 17 (5).
5. Kardapoltseva A. Eskapizm kak slozhnoe psihologicheskoe yavlenie v zhizni obshchestva i
lichnosti [Escapism as a complex psychological phenomenon in a life of person and
society].//Proceedings of the VII International students’ scientific-practical conference. –
Moscow: People’s Friendship University of Russia, 2012.
6. Savchenko T., Olkina O. Issledovanie obraza “YA” v rolevyh igrah v podrostkovom i
yunosheskom vozraste [Study on adolescents and youths’ self image in a role-playing
games].//Barabanshikov V., Nosulenko E., Samoylenko E. (ed). (Integration of academic and
university psychology ser.) – Moscow: Institute of Psychology of Russian Academy of
Sciences, 2011.
7. Stenseng F. A Dualistic Approach to Leisure Activity Engagement – On The Dynamics of
Passion, Escapism, and Life Satisfaction. – University of Oslo, 2009.
8. Yee N. Motivations for play in online games.//Cyberpsychology & Behavior. – 2006, (9).

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