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

被引:64
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
相关论文
共 52 条
[1]   Consumers' Identification and Beyond: Attraction, Reverence, and Escapism in the Evaluation of Films [J].
Addis, Michela ;
Holbrook, Morris B. .
PSYCHOLOGY & MARKETING, 2010, 27 (09) :821-845
[2]   HERMENEUTICS AND CONSUMER RESEARCH [J].
ARNOLD, SJ ;
FISCHER, E .
JOURNAL OF CONSUMER RESEARCH, 1994, 21 (01) :55-70
[3]  
Baumeister R. F, 1991, ESCAPING SELF ALCOHO, DOI 10.5860/choice.29-5377
[4]   A NATURALISTIC INQUIRY INTO BUYER AND SELLER BEHAVIOR AT A SWAP MEET [J].
BELK, RW ;
SHERRY, JF ;
WALLENDORF, M .
JOURNAL OF CONSUMER RESEARCH, 1988, 14 (04) :449-470
[5]   The mountain man myth: A contemporary consuming fantasy [J].
Belk, RW ;
Costa, JA .
JOURNAL OF CONSUMER RESEARCH, 1998, 25 (03) :218-240
[6]   Digital Games and Escapism [J].
Calleja, Gordon .
GAMES AND CULTURE, 2010, 5 (04) :335-353
[7]  
Casey Edward S., 2003, IMAGINATION ITS PATH, P65
[8]  
Chappell D., 2007, INT J MENT HEALTH AD, V4, P205, DOI [10.1007/s11469-006-9028-6, DOI 10.1007/S11469-006-9028-6]
[9]   Coping: A multidimensional, hierarchical framework of responses to stressful consumption episodes [J].
Duhachek, A .
JOURNAL OF CONSUMER RESEARCH, 2005, 32 (01) :41-53
[10]  
Evans A., 2001, THIS VIRTUAL LIFE ES