Search results for "Escapism"
showing 10 items of 16 documents
Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers
2019
Background A positive relationship between problematic gaming and escapism motivation to play video games has been well established, suggesting that problematic gaming may result from attempts to deal with negative emotions. However, to date, no study has examined how emotion dysregulation affects both escapism motives and problematic gaming patterns. Methods Difficulties in emotion regulation, escapism, and problematic involvement with video games were assessed in a sample of 390 World of Warcraft players. A structural equation modeling framework was used to test the hypothesis that escapism mediates the relationship between emotion dysregulation and problematic gaming. Results Statistica…
The dual nature of mobile games: between escapism and finding a community
2021
Maģistra darbā tiek apskatīta mobilo spēļu duālā daba starp eskeipismu un komūnu (alianse S), kas tiek bāzēta BTK. Šī pētījuma ietvaros tiek skatīts kā komūna un eskeipisms sadzīvo, pastiprina un vai atrodas pretrunā viens ar otru. Galvenās izmantotās datu ievākšanas metodes ir daļēji atvērtā aptauja, daļēji strukturētas intervijas, dalība un novērojums, kā arī pētījums daļēji balstīts uz auto-etnogrāfiju. Pētījuma laikā tiek skatīts komūnas un eskeipisma koncepts un ietekme uz spēlētājiem, tostarp tiek skatīta arī pavadītā laika ietekme uz pieredzi, Covid-19 pandēmijas ietekmi un pētījumu veikšanu digitālajā vidē. Maģistra darbā tiek pamatots pieņēmums, ka mobilās spēles pašā būtībā nav ne…
The avant-garde’s visual arts in the context of Santayana’s idea of vital liberty
2012
Abstract In the present paper, the author looks at the political dimension of some trends in the visual arts within twentieth-century avant-garde groups (cubism, expressionism, fauvism, Dada, abstractionism, surrealism) through George Santayana’s idea of vital liberty. Santayana accused the avant-gardists of social and political escapism, and of becoming unintentionally involved in secondary issues. In his view, the emphasis they placed on the medium (or diverse media) and on treating it as an aim in itself, not, as it should be, as a transmitter through which a stimulating relationship with the environment can be had, was accompanied by a focus on fragments of life and on parts of existenc…
Binge-Watching as Case of Escapist Entertainment Use
2021
Although the concept of escapism is widely used in entertainment research, it lacks theoretical and empirical differentiation. Based on the transactional model of stress and coping, we extend previous attempts to conceptualize escapism as a form of emotion-focused avoidance coping. In contrast to the primarily negative connotation of escapism found in prior research, we propose that escapist entertainment use may be a functional coping strategy in some situations and may thus have beneficial effects on the well-being of media users. To develop and illustrate our perspective, we turn to binge-watching as a prominent example of escapist entertainment use. We show exemplarily how escapist bing…
La ética como coartada / 1
2007
El socialismo liberal / 4
2008
Escapism and Excessive Online Behaviors: A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic.
2022
Excessive online behaviors refer to harmful or disproportionate use of digital network applications. Such behaviors are likely to be associated with escapist motives. Our aim was to analyze whether escapism predicts excessive gambling, excessive gaming, and excessive internet use over time. A longitudinal sample of Finnish residents aged 18–75 years (n = 1022, 51.27% male) was surveyed at three time points during the COVID-19 pandemic in 6-month intervals: April 2021 (Time 1), October–November 2021 (Time 2), and April–May 2022 (Time 3). Of the original Time 1 respondents, 66.80% took part in the surveys at both Time 2 and Time 3. All surveys included measures for excessive gambling (Problem…
A compensatory model to understand dysfunctional personality traits in problematic gaming: The role of vulnerable narcissism
2020
Abstract According to a “compensatory perspective”, this study aimed to examine the role of narcissism (both vulnerable and grandiose) in the relationship between emotion dysregulation, escapism motivation to play, and problematic gaming. In a sample of 405 World of Warcraft players, we tested a multiple mediation model in which the relationship between vulnerable/grandiose narcissism and problematic gaming was mediated by emotion dysregulation and escapism. Results showed that the model for vulnerable (but not grandiose) narcissism fitted the data very well. This study adds novel insight to our understanding of the mechanisms that support problematic gaming, suggesting that the emotion dys…
Research Directions in the Study of Gaming-Related Escapism: a Commentary to Melodia, Canale, and Griffiths (2020)
2021
AbstractEscapism motivations and related processes (e.g., avoidance, dissociation, relaxation, and emotion dysregulation) have been identified as risk factors for problematic gaming. However, the escapism construct has often been poorly conceptualized and operationalized in assessment instruments. In their systematic review, Melodia et al. (2020) proposed that conceptualizing escapism as an avoidant coping strategy could provide a sound basis for further study of problematic gaming. In this commentary, we critically examine some terminological and conceptual issues in relation to escapism to guide future research.
Conceptualización y medición del valor percibido: consensos y controversias
2019
[ES] Estudiar el concepto Valor resulta ser necesario y útil en Marketing por ser un concepto endémico para la disciplina y relevante para la profesión. Sin embargo, a pesar de décadas de investigación, la doctrina se lamenta de un cierto círculo vicioso sobre las dificultades conceptuales y de medición del Valor. Este trabajo revisa estas dificultades y las categoriza en torno a acuerdos y controversias, evidenciando sus efectos en la compleja red nomológica construida a lo largo de los años en torno al Valor. Además, explora empíricamente tres modelos causales de relaciones entre dimensiones de Valor, Satisfacción y Lealtad, testados con PLS sobre una muestra de 340 clientes de hotel. Los…