Four Pillars of Healthy Escapism in Games: Emotion Regulation, Mood Management, Coping, and Recovery
Four Pillars of Healthy Escapism in Games: Emotion Regulation, Mood Management, Coping, and Recovery
Mehmet Kosa,Ahmet Uysal
Abstract
"Escapism is usually defined as avoidance of the real. Digital games are conducive to escapism because they take place in a temporally and spatially bounded virtual space that is separated from the real. Moreover, most games contain artificial conflicts and actions that have no effect on the real life. Availability of digital games on a broad range of devices (i.e., desktop, mobile, VR) also makes them an easily accessible tool for escapism in daily life. Consequently, escapism is one of the common reasons for playing digital games."
Reference
Kosa, M., & Uysal, A. (2020). Four pillars of healthy escapism in games: Emotion regulation, mood management, coping, and recovery. Game user experience and player-centered design, 63-76. https://www.researchgate.net/profile/Mehmet-Kosa/publication/340456386_Four_Pillars_of_Healthy_Escapism_in_Games_Emotion_Regulation_Mood_Management_Coping_and_Recovery/links/5e91bc5c299bf130798fc262/Four-Pillars-of-Healthy-Escapism-in-Games-Emotion-Regulation-Mood-Management-Coping-and-Recovery.pdf
Keywords
Escapism, Digital games, Virtual space