Topic > Video Games as Escapism - 819

Drops of sweat form on your forehead as you hold the rifle. Your heart races as you move through a virtual world. You are in control. Law... what law? Go ahead, steal a car and shoot innocent bystanders. The world is yours. Why are people so interested in video games and computer games? Why are people so fascinated by these inventions that they spend countless hours in front of a screen? When one's mimetic experience conflicts with, or is repressed by, dominant Western fantasies, one turns to escapism as a form of counter-fantasy or alternative fantasy, because it offers comfort and allows one to regain control and empower oneself with the least resistance. For many people, the world of video games is a perfect escape from the primary world into a secondary world, without deadlines, stress or responsibilities. People play them because they are exciting, fun and a great way to relax, as well as an outlet for unexpressed emotions, fears and desires. The dominant fantasy of video games is that their virtual violence is directly related to aggressive behavior in the mimetic world. . When exiting the primary world and entering the secondary world of a video game, the player experiences all acts of violence and considers this violent behavior acceptable. This results in a growing trend involving players killing their siblings and even their parents; and, surprisingly, young children carried out large-scale planned attacks. Parents are the ones to blame because they are the ones who purchase these violent games. Even though these games are clearly rated "M" or older, parents over the age of 17 still purchase them for their young children. This dominant fantasy can also be wrong, some players can distinguish the... middle of the paper... the activity, but for others video games are much more. For many players, when they enter this secondary fantasy world of video games they don't want to return to the primary world. This is because many video games are so captivating that players feel they have to complete the game's tasks, even neglecting their personal lives. The implications of addictions have been demonstrated even more profoundly around the world in cases where people have actually died while playing video games. In 2002, a man in South Korea died after playing continuously for 86 hours. In conclusion, I should say that sometimes the virtual world is simply a more attractive residence than the real world. It can be a pleasant retreat, with all the resolutions at hand, experienced by you, the hero. The question is: at what point should one curb one's escapism?