Practise research

Article: The Great(est) Escape: Why Audiences Really Play Video Games

Written by: Steve Kennedy

Date written: This article was first published in MediaMagazine 40, April 2012: the 'Play' issue


I chose this article as it offers an interesting insight into how and why people use video games to fulfil their need for escapism with reference to different genre's of video games, as well as applying media theory in the article.
This article was written by Steve Kennedy for the publication 'Media Magazine'. This article poses the following questions:


  • What it is that video games offer their audience 
  • What the people playing the games are "escaping from"
  • How different genres of games achieve the effect of escaping from the mundane. 

Main points of the article 

  • "escapist texts offer quick wins and rewards that fix the gaps in our social and emotional needs. In real life, clear rewards are rare and much harder fought for." When referring to Dyer's utopian solutions theory.                                                                                                        
  • "The key utopian solution that is offered in this game is the audiences' ability to maintain Order over Chaos. By contrast, individuals find themselves managing different priorities and responsibilities in their lives, their families, friends or their workload - with no easy answers." When using Tetris as an example to apply Dyer's theory.                                                 
  • "the upper two categories of self-actualisation (becoming the best we can be) and the resulting self-esteem and praise by others can only be met by individual action and achievement of socially recognised goals." When referring to the final two categories of Maslow's Hierarchy of needs.


  • "When the experience is taken online, players can take their virtual selves online and achieve real-world dominance over their friends in a virtual environment. One of the reason why computer games are popular with the parents of gamers is the safety of masculine expression it offers their children, compared to the dangers of old fashioned group play from days gone by - boys used to play 20-a-side football in the street back in the 1950s - it's nothing new. In this way, online play is offering communal activity in an increasingly fragmented society."                               
  • "These games offer an intensity of sporting experience that is in opposition to the monotony of unfocused practice that real life normally offers. As these sports are normally male-dominated in the real world, success within these games offer their predominantly male audiences an affirmation of their gender identity as they have self-actualised their potential, experiencing both visual spectacle (scoring a 30-yard volley against Barcelona), and also the self-esteem boost for success in creating it." - When referring to Sports simulation games

    • "These games offer their players an abundance of wealth as they progress and participation within the American underworld that can only otherwise be experienced remotely through Hollywood crime fiction. Masculine dominance and emotional detachment in committing crimes for the sake of personal gain is rewarded with notoriety within the story world." When referring to Grand Theft Auto as a Sandbox game.                             
    "As a physical, energetic experience, these games are used in a number of unique ways. Zumba Fitness can be used as a private motivational tool to participate in a physical activity - but without the public embarrassment of going to the gym. This is especially important for mainstream female audiences where being slim and toned reinforcing dominant ideas of feminine beauty and desirable behaviour." - When referring to motion controlled games.  

    I personally agree with these points as it shows us just how video games, even when divided into different genre's can offer unique experiences to only the individual playing the game at that time. This article also includes media theory when decoding the text and offers us a wide range of the different appeals and uses that video games possess.

    This video illustrates the above point perfectly with specific reference to narrative. It explains how important narrative is to the audience as well as showing different ways in which narrative is used in order to appeal to the audience. 




    An example of this in the video would be their explanation of Uncharted 2, published by Naughty Dog.
    it's referred to as being "What we dreamed about 20 years ago". It is then described as being "Almost like an action movie". This shows that the article's idea of the audience being involved in a story that much that they feel like they are a part of the narrative is correct, as it references the esteem and self-actualisation needs that the games fulfil.
    My overall opinion of this article is that is was very informative and not only gave me the information related to the topic I am studying but also refreshed my memory and different types of media theory which can be used in relation to video games.

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