Brave new World of Warcraft: a conceptual framework for active escapism

被引:61
作者
Kuo, Andrew [1 ]
Lutz, Richard J. [2 ]
Hiler, Jacob L. [3 ]
机构
[1] Louisiana State Univ, Dept Mkt, Baton Rouge, LA 70803 USA
[2] Univ Florida, Dept Mkt, Gainesville, FL USA
[3] Ohio Univ, Coll Business, Athens, OH 45701 USA
关键词
Coping; Hedonic consumption; Stress; Consumer escapism; Experiential consumption;
D O I
10.1108/JCM-04-2016-1775
中图分类号
F [经济];
学科分类号
02 ;
摘要
Purpose - This paper aims to investigate the phenomenon of active escapism - a unique form of experiential consumption that engages fantasy and role-play as a means of coping. In contrast with passive forms of escapism, whereby consumers act as observers (e.g. watching a movie), active escapism provides consumers with the opportunity to directly interact with mediated realities, whether constructed in a virtual space (e.g. a video game) or the real world. Design/methodology/approach - Within the context of video game consumption, a conceptual framework for active escapism comprised antecedents, processes and consequences is established through literature review, depth interviews and naturalistic inquiry. Findings - The findings suggest that active escapism functions as a coping mechanism when consumers are confronted with external stressors that threaten either their sense of identity or control. While other forms of emotion-focused coping relieve stress through psychological avoidance (i.e. refocusing of attention away from stressors), active escapism provides the benefits of affirmation and empowerment through projective fantasy (i.e. role-play) and presence (i.e. immersion into a mediated reality). Originality/value - The conceptual framework established by this analysis gives insight into the structure of active escapism as a theoretical construct, providing a foundation for future research. Managerial implications for consumer escapism (e.g. branded in-game content) are discussed.
引用
收藏
页码:498 / 506
页数:9
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