D&D and the Two Sides of Escapism

Dungeons & Dragons has been dogged for much of its early development by two conflicting ideologies over the imaginative worlds it conjures. On the one hand, D&D expands horizons by allowing individuals to be better versions of themselves and by doing so, exercise cognitive skills they may not otherwise be afforded in their day-to-day lives. On the other, D&D has been characterized as an opportunity to exercise our darkest impulses, with the Satanic Panic of the 80s the most egregious example. Psychologist Frode Stenseng has identified the conflicting forms of escapism as "self-suppression" and "self-expansion," and his analysis of the two is an enlightening take on how gamers relate to role-playing.

Dungeons & Dragons has been dogged for much of its early development by two conflicting ideologies over the imaginative worlds it conjures. On the one hand, D&D expands horizons by allowing individuals to be better versions of themselves and by doing so, exercise cognitive skills they may not otherwise be afforded in their day-to-day lives. On the other, D&D has been characterized as an opportunity to exercise our darkest impulses, with the Satanic Panic of the 80s the most egregious example. Psychologist Frode Stenseng has identified the conflicting forms of escapism as "self-suppression" and "self-expansion," and his analysis of the two is an enlightening take on how gamers relate to role-playing.

[h=3]Dragons in Dungeons...Again[/h]We discussed previously playing D&D in prison, a topic which was raised again in a Vice article Elizabeth de Kleer that follows Melvin Woolley-Bey's experiences as a Dungeon Master in the Sterling Correctional Facility. It also references Kevin T. Singer's case at the Waupun Correctional Institution in Wisconsin where he was banned from playing D&D. The ruling in that trial summed up the dichotomy between the two forms of escapism:

Correctional institutions in America have suffered from a conflicted sense of self-identity. On the one hand, they're meant to be rehabilitative, with the stated aim to provide inmates with tools and coping mechanisms to help reduce the chance of recidivism. On the other, they're punitive—designed to punish the nation's most appalling rule-breakers by confining them to a place of limited stimulation where they are forced to look inward and confront their own decisions day after day. In the Singer trial, the court ruled that, "punishment is a fundamental aspect of imprisonment, and prisons may choose to punish inmates by preventing them from participating in some of their favorite recreations." If fantasy escapism becomes too fun… if it becomes itself a distraction from the suffering one has caused… then is it really something that belongs in prison?

Enter Stenseng, who has helped differentiate the two types of escapism with a new proposed model:

A psychologist named Frode Stenseng at the University of Oslo differentiates between two types of escapism: "self-suppression escapism" and "self-expansion escapism." The former is an avoidance tactic while the latter actively seeks new skills and strengthens character.

Identifying the two is an important exercise in how D&D can be a positive force for change.
[h=3]Escaping Definitions[/h]Stenseng breaks down the two forms of escapism as "self-suppression" and "self-expansion" in his thesis, "A Dualistic Approach to Leisure Activity Engagement – On The Dynamics of Passion, Escapism, and Life Satisfaction":

Self-suppression escapism derives from motivation to avoid negative evaluation of self by getting focused on an activity, whereas self-expansion is motivated from facilitations of positive experiences by getting immersed in an activity. The results supported the theoretical proposals, showing that these two dimensions have different determinants and outcomes. Self-suppression was related to ill-being and poor psychological adjustment, whereas self-expansion was related to flexible activity engagement and positive affective outcomes.

The reason escapism is even a topic is because it ties closely to the three elements of self-determination theory: autonomy, competence, and relatedness. D&D and other tabletop role-playing games hit all of these marks:

Applied to a leisure activity context, the satisfaction of individuals’ need for autonomy (deCharms, 1968) involves the experience of engaging in an activity for intrinsic reasons, and that engagement in the activity is in accordance with one’s personal goals and values. The satisfaction of the need for competence (White, 1969) involves a feeling of being capable of mastering the challenges the activity brings, and about perceiving some sort of progression through one’s engagement in the activity. The need for relatedness (Baumeister & Leary, 1995) pertains to the experience of being included in a social context, and applied to people’s favorite activities this implies that one feels close to individuals that one cares for and is appreciated by when engaged in the activity. Several studies have shown that autonomy, competence, and relatedness satisfaction are closely attached to well-being (see Deci & Ryan, 2000) In accordance with the leisure-domain approach, one of the reasons that leisure activities are so highly appreciated may be that they contribute uniquely to the satisfaction of these three basic psychological needs.

Of particular note is the average time a person dedicates to their favorite activity being approximately between 8 to 10 hours a week. Each activity has "affordances" like socialization, competition, intellectual stimulation, etc. Stenseng divides the enjoyment of these affordances into a Two-Dimensional Model of Escapism, which identifies nine factors that can affect an individual positively or negatively:

  1. clear goals
  2. concentrating and focusing
  3. loss of the feeling of self-consciousness
  4. distorted sense of time
  5. direct and immediate feedback
  6. balance between ability level and challenges
  7. a sense of control
  8. intrinsically rewarding
  9. general immersion in the activity.
Negatively, these factors can create "cognitive narrowing" in self-suppression escapism which the individual ignores other responsibilities in their lives and the activity takes on exaggerated importance. Positively, these elements make the individual better through self-expansion escapism -- also known as "flow."
[h=3]The Highs and Lows of Self[/h]Stenseng defines the positive activity of self-expansion as:

A promotion focus in escapist engagement will be accompanied by a favourable anticipation of the positive experiences attainable through getting immersed in the activity. The activity is viewed upon as a self-developing opportunity which offers complementary experiences compared to other important activities in life. Individuals with a promotion focus are inclined to evaluate their engagement in their favorite activity in a positive manner, both regarding the situational outcomes in terms of i.e. affect and need satisfaction, but also in a more holistic context by means of a positive apprehension of it’s impact on life satisfaction. Escapist engagement out of promotion intentions will correspond to a volitional organismic integration process known to be facilitative for optimal functioning (Deci & Ryan, 2000).

In the context of role-playing games, gamers use role-play to work through their real life challenges. The positive feelings of success, advancement, camaraderie, and achievements all feed into self-determination theory. Conversely, he defines the negative activity of self-suppression as:

In contrast, approaching action attention with a prevention focus will be accompanied by a deconstructive apprehension of one’s attributes, which in turns restricts the person’s possibilities with regards to obtaining self-developing experiences through activity engagement. The activity is viewed upon as an instrument to avoid the apprehension of negative aspects of self and to temporary direct one’s attention away from disturbing memories or future obstacles. In line with principles of emotion dynamics (Gross & Levenson, 1993), an allocation of the cognitive resources in direction of a moderation of negative affect will also reduce the likelihood of enhancement of positive affect. Engaging out of prevention intentions will temporary block self-threatening objects from consciousness, but it will not facilitate the self-enhancing and satisfying experiences in activity engagement known to be conducive to well-being. Therefore, escapist engagement out of prevention motives is defined as self-suppression.

This is the darker side of any hobby, when players neglect responsibilities and relationships in favor of their favorite form of escapism. It's likely players of all forms of gaming swing back and forth between these two forms of escapism depending on what's going on in their lives at the time.
[h=3]But What Does the Data Say?[/h]Stenseng's surveys found that self-suppression was negatively related to well-being and positively associated with depression vulnerability, trait emotion suppression, and negatively with self-control. And yet, even though the data proves out that one extreme or the other can have positive or negative effects, our engagement in our hobbies is not strictly binary:

In sum, these findings illustrate that the dualism of passion and escapism is not fully “black or white”. Although both obsessive passion and self-suppression are associated with subjective ill-being, these approaches towards a favorite activity might also entail positive experiences, but notably, to a significant less degree than for harmonious passion engagement and self-expansion escapism.

Gaming, like any other hobby, is a form of escapism that we can use in constructive or destructive ways according to each individual's nature. The key is playing in moderation.

Mike "Talien" Tresca is a freelance game columnist, author, communicator, and a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to http://amazon.com. You can follow him at Patreon.
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Michael Tresca

Michael Tresca


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I think most people vacillate between both sides, depending on their life stresses.
 

First, Dr. Stenseng's assertion that "escapism for the purpose of avoiding a problem is self-destructive", fails on a well-known psychological principle; that is, that forcing someone to confront something before they are ready can itself be destructive. In short, his assertion seems something of a hasty generalization.

Second, I question the utility of broadening a study done on a prison population, to cover the entire population.

As a corollary, I submit that the question of "Do I clean the oven, or play D&D? ...The oven's not that dirty yet..." that most people would face, simply does not measure up against either "Do I play D&D, or do I contemplate my urge to collect fresh Llama ears?" or, "Do I play D&D and risk a PTSD attack, or play it safe?" that people with actual serious psychological problems may face; regardless of what said psychological problems may be.
 

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