Tuesday, 21 July 2015

Potential article submission - the art of escapism.

Not narrative design, but yeah.
**update**
I have reached what I hope is a swift yet effective conclusion to this article; feel free to respond with any criticisms and suggestions!
This post is a first draft, I'm requesting feedback on content only at the moment, don't worry, I am well aware of how terrible the structure/grammar/punctuation is.

I'm scrapping my previous narrative design piece on Borderlands as part of my assignment and writing an article instead. I am completely new to this practise and could use a lot of it (practise, ahaha.)
So please I do need feedback on whether this could work as an article subject and if so, whether or not the content I plan on including should be altered, scrapped or works okay. So far I have gotten to the introductory stage and the first "header" I suppose.

Here goes:

The yearning for alternative realities is a human facet we are all too familiar with, we read, watch, create, dream and win fictional arguments in our own heads. Quite often we fantasise about these scenarios because of something missing from our lives; an emptiness that can't be filled or a desire to avoid suffering, or so we are lead to believe. Escapism has, for too long, been weighed down by negative stigma; we are told that to day-dream is to fill a hole in our lives, to compensate for something that's missing, while aspects of that may be true, there is a much deeper side to escapism that many fail to recognise. To dream and indulge in fiction is to create or be inspired: the gap we are filling through imagination may one day fill a niche. Story-telling is considered the earliest variant of escapism, yet to tell a story is to communicate, educate and spread creativity, stories were passed on, shared to groups of people and eventually documented to safeguard that spark. Story-telling evolved into theatre, theatre evolved into cinema, and alongside the evolution of art and literature, lead us to video games. Naturally, the aspects that exist within video games stretch far beyond those three subjects.

To those unfamiliar with the industry, the term “video game” may conjure up notions of pointlessness, many video games are seen as time wasters or distractions to more important “real world” issues. “It's just a game”, some would spout, failing to recognise the depth and relevance to society that video games hold, having our culture believe that it shouldn't be taken seriously. Thankfully, however, the questioning of its place in society is dissipating; there are innumerable articles that highlight the psychological benefits of video games, as opposed to its detractors, and in Korea, e-sports has become the fastest growing industry. The creation surrounding digital games is so vast that it can now be looked on as an art form; if one considers that art is a form of expression, then perhaps that is too simplistic of a term. However like visual art, music, poetry and theatre, video games often absorb and reflect important issues to their audience, whilst transferring them to worlds they may only dream of. Of course there is so much more to the industry than that, but this article will be focusing primarily on the creative and escapist aspect of video games. 
In contemporary society, video games have expanded far beyond mere entertainment: they provide canvasses for developers, artists and gamers alike to re invent themselves, fulfil a sense of wanderlust and to achieve something far beyond the constraints of reality. Growing up, I discovered authors such as Tolkien, pratchett and caroll, I fell in love with the fantastical imagery that fuelled my childhood adventures, and would beg my parents to read them to me over and over. This love would later lead to a deep fascination with literature and an enthusiasm toward video games, discovering the narratives that flowed through my favourite pass-time and inspiring me to create. As many of us grow into adult hood we leave behind the whimsy and wonder of our childhoods for the sake of realism, unfortunately within the real world a much bleaker narrative is cast, thanks to global media. Many of us see ourselves as trapped within this miserable status quo and subsequently suffer, both internally and externally. Escapism has long been known as a remedy to the misery that may be thrust upon us in our day to day lives, from the 17th century and the culturally creative solace that theatre provided for society, to the 19th century obsession with ceremonial magic, the occult and gothic literature, and to today's digital dream-scapes that monopolise the entertainment industry. Escapism has proved its value as a temporary alternative to a bleaker reality. However, as previously stated, it serves as more than a mask to life's inevitable problems.

In a recent GDC talk, game designer Jane McGonigal discusses the two variants of escapism found in people: self-suppressive and self-expansion, one being healthy and the other detrimental.In regards to psychology, humans have been equipped with a plethora of coping mechanisms, learned or ingrained in our biology for dealing with negative situations. One format found among gamers is the aforementioned self suppression, not unlike burying one's head in the sand. Self-suppression is seen when an individual transports themselves into a non reality based instance through imagination, as a means of avoiding life. While it may not sound so bad, studies have shown that, over time, this can create problems such as depression, anxiety or psychosis. It is through this mechanism that video games have garnered a negative image, seen as enabling or perpetuating this type of behaviour. Self-expansion however, while seemingly similar, is what I like to call a creative and therapeutic platform, it helps one deal with problems in a more favourable setting. Through this mechanism we see the passion and love of the industry, where aspiring designers, writers, programmers and artists alike are made, hoping to build up the worlds that helped them initially. I was introduced to video games during my childhood as a pass-time, they were a fun mental exercise and bonding experience with my dad, as we pieced together puzzles and pondered over riddles, or waged war on a kingdom. In time this transitioned into co-operative gameplay with my peers. Unfortunately during my adolescence I suffered from depression, I would find myself spending weeks locked in my room indulging in fantasy worlds; let me clarify now that this was not an attempt to shy away from my problems, although at times it did seem that way, I never pretended the real world didn't exist. Even today is feels as though the ability to keep my mind as active as possible during that time is what helped me through it.

Above the whimsy, entertainment and stimulus provided by video games, they can be a safe place in which one can heal; the game Snow World is a notable example. Created to aid burn victims, reports found that their pain was reduced by 30-50%, saying that it “worked better than morphine”, Phillip Kollar writes in his blog entry discussing escapism. In a previous essay I discussed the importance of theatre in society; expressing that the performing arts were a method of socio-ecological evolution. On the surface, a moving and at times inspiring source of entertainment, but underneath the costumes and props it stood as mirror to society, reflecting the world around it; this enabled people to understand what was going on in greater clarity and objectivity. Instead of healing individuals, per se, they indirectly healed the world around them. Video games have been shown to work on a similar, yet far more personal level. Instead of illuminating the charade of Adolf Hitler's political agenda, as seen in Bertolt Brecht's fear and misery in the third reich, or exploring the existential and absurd narrative of human existence, portrayed in Waiting for Godo, video games enable us to reflect upon the flaws and narratives of our own personally psyche.

Expanding on self-expansive escapism, unlike its counterpart; one could argue that the escapism we are drawn into can result in the player developing a deeper and more intrinsic understanding of our world. These games are created by humans, for humans, and so must have some level of relevance, reference or reverence to reality. Even the work of H. P. Lovecraft, an author known for his belief in the multiverse theory, where alternate realities are a prevalent theme, is somewhat based in the real world. For without including reality, how can we create an alternative? There is no other platform from which we can contrast or expand upon. It is for this reason that video games enable one to interact with the world, and garner a greater understanding for it. As I mentioned before, there is a darker side; self-suppressive escapism not only cultivates a negative framework for the industry, it poses legitimate threats to those affected by it, more easily indulged when gamers game for the wrong reasons. So where is the line, and how does one avoid risk factors? The truth is you can't, however in recent years a shift can be seen in the design and marketing of video games. I mentioned before the game Snow World, but in addition, the organisation known as OSD sent out care packages to desperate soldiers in 2012. These packages contained consoles and video games, they allegedly enabled soldiers to relieve stress and alleviated anxiety, increasing optimism and resilience and aided those suffering from post-traumatic-stress-disorder.


For almost a decade, those a part of the industry have been working to create games, or market them, in a way that focuses on the expansive side of escapism, fostering both physical and mental health throughout. Naturally one cannot control an individual's motive for playing a game, however one can manipulate the games they play to alter the experience. For example: an individual decides to turn themselves off from reality through a game, instead of the game further removing the player from the real world, it guides the player through what could be considered a therapeutic journey, or a simply thought provoking and engaging narrative, this is more likely to achieve a positive outcome. Ultimately the art of escapism reaches depths greater than expression, framework and design; but like art throughout history it strives to better the world it exists in, even if that means creating a whole new reality in order to do so. Not unlike the classic tale of Alice in Wonderland by Lewis Caroll, sometimes in order to understand oneself or one's reality better, you need to delve into a completely alternate one to reach that point.