Cited by 118Digital Games and MediaConsumer Behavior in Brand Consumption and IdentificationMedia Influence and Health

The DOI matches its Crossref record; 8 of the 8 references it cites were found in a registry or an index.

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

Kuo, Andrew, Lutz, Richard J., Hiler, Jacob L.·2016·Journal of Consumer Marketing

Abstract

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.

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Crossref · 10.1108/jcm-04-2016-1775

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Research works printed but not linked: 44

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Metadata

Authors
Kuo, A., Lutz, R. J., & Hiler, J. L.
Affiliations
  • Louisiana State University (US)
  • University of Florida (US)
  • Ohio University (US)
Venue
Journal of Consumer Marketing
Publisher
Emerald
Published
2016-11-14
Volume
33
Issue
7
Pages
498-506
ISSN
0736-3761 (ISSN-L)
OpenAlex
W2529114231
Cited by
118
References
8
Citations by year
2026: 9 · 2025: 10 · 2024: 27 · 2023: 15 · 2022: 17 · 2021: 15 · 2020: 14 · 2019: 6 · 2018: 5
FWCI
10.48
Type
journal article
Language
en
Open access
closed
Locations
  • Journal of Consumer Marketing (publishedVersion)
  • Civil War Book Review (submittedVersion)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Business, Management and Accounting › Marketing › Consumer Behavior in Brand Consumption and Identification
  • Social Sciences › Communication › Media Influence and Health
Keywords
video games, role play, coping, stress, identity, perceived control, immersion, presence, experiential consumption, virtual worlds, consumer behavior

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