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
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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“This study, thus, is different from past research within U&G domain as these studies usually focus on a single outcome such as active media exposure [60]) and content creation [32]) as measures of media use.”
From Watch, Share or Create: The Influence of Personality Traits and User Motivation on TikTok Mobile Video Usage (2020) · cites this paper as [60]
Citations
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Cited by
Sorted by citations
Omar, B., & Dequan, W. (2020) · International Journal of Interactive Mobile Technologies (iJIM) · doi:10.3991/ijim.v14i04.12429 · Cited by 493
“This study, thus, is different from past research within U&G domain as these studies usually focus on a single outcome such as active media exposure [60]) and content creation [32]) as measures of media use.”
Result
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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