Even as violence, oppression, and injustice continue to shape the world around us, we still find ourselves immersed in games, movies, books, and stories. In times of crisis, oppression, and uncertainty, people seek entertainment—not just as a distraction, but as an experience.
I've previously written about Huizinga’s Magic Circle—the idea that play is a crucial part of being human. It’s a space where we momentarily step away from reality to experience immersion, challenge, catharsis, and narrative-driven exploration. But does engaging with games mean we’re escaping reality?
Huizinga’s Magic Circle theory proposes that games help people learn—sometimes even improving their coping mechanisms. Within the circle of play, individuals experiences feed back into real-world meaning and experience.
Escapism vs. Engagement: Are We Running or Processing?
Many turn to games, films, TV shows, and books when reality feels overwhelming. It’s easy to say we play games because we want to control something, when much of the real world is beyond our control. We may avoid cruelty and oppression, immersing ourselves in a fictional world where consequences are different, manageable—where we choose the rules.
But does that mean escapism is avoidance? Not necessarily. Art—games included—can be a way to process reality rather than ignore it. Games don’t offer simple escapism; they confront players with moral dilemmas, societal issues, and uncomfortable realities. And sometimes, even games designed purely for fun can still reflect deeper truths, giving players time to breathe, reflect, and return stronger to the real world.
The Biological Side of Play: Why Fun Feels Good
Beyond psychological impact, games have a direct biological effect on us. Like films, games can evoke physical responses—joy, excitement, fear, sadness, anxiety, even frustration. In my filmmaking lectures, I often describe a good movie, as one that causes viewers to experience tangible emotions—perhaps even crying, feeling uneasy, or sensing adrenaline rushes.
Games work similarly, triggering dopamine, serotonin, adrenaline, and other neurotransmitters that shape our responses. In line with Bartle’s taxonomy of player types, Achievers chase rewards that boost dopamine, while Explorers—like myself—find satisfaction in uncovering hidden details, experiencing the creator’s vision, and deepening narrative connections. This is why gameplay isn’t always about struggle; sometimes, the joy comes from the curiosity of what lies ahead rather than overcoming challenges purely for difficulty’s sake.
The Balance Between Escapism and Meaning
Do we play because we need an escape, or because we want to experience something deeper—something transformative? Maybe it’s both.
Games can serve as both comfort and confrontation, as both art and business, as both entertainment and activism. Whether we play to seek joy, reflect on the world, or simply move beyond the everyday routine, one thing remains true: play is fundamental to human nature.
But perhaps the most important takeaway is this: don’t just consume—create. Art, games, films, and stories don’t merely entertain us; they shape narratives, influence cultures, and leave imprints on future generations. In times of uncertainty, fear, and helplessness, creating—whether games, films, stories, or any form of art—becomes more than just an act of expression; it becomes a tool for survival. When reality feels overwhelming, making something, shaping a world, crafting a narrative can restore agency in a way that passive consumption cannot. Games don’t just offer escapism—they offer a way to process, reinterpret, and challenge the forces that make us feel powerless. Through creativity, we reclaim space in a chaotic world, turning fleeting emotions into something tangible, something that lasts. And even if these creations don’t immediately change the present, they ripple into the future, shaping perspectives, inspiring resilience, and reminding us that the act of making is, in itself, resistance.
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