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Escapes in Los Angeles \ О квестах \ Why did quests become so popular in reality? Interview with psychologists

Why did quests become so popular in reality? Interview with psychologists

Quests in reality are becoming more popular not only in Moscow, but also in the regions. The creators come up with ever more sophisticated subjects and expensive scenery. It would seem that the quests are already so many: in one room and in three, about maniacs and logic, about the beautiful and terrible. But the most diverse people still go on their families, companies, couples, colleagues.

We asked three psychologists to understand why the quests in the premises became so fashionable, who would be best to play in them, like quests can rally the family and help cope with phobias.

Why the quests in reality Interview with psychologists

Tatiana Norvalade, family psychologist

As for the quests on the nervous system, any strong emotions, including fear, can enhance the taste of life. Films horrors, extreme eventsdy sport - all this causes a synthesis of adrenaline, and he, as is known, is responsible for the production of dopamine, the hormone pleasure.

Such " inoculations  fear "quite help to fight with depressed states and do a person more resistant to possible dangers. All this can be done consider in a positive context only when a person realizes, that he is not in real danger, and control is kept over the situation.

But a great misconception is that,  that the adrenaline rush to everything works the same. A person may well be in a panic situation and generally fall out of reality. If you you see in someone such a reaction, then, to To return it to a resource state, it is important to remind him that it is only game, around the scenery, at home cat Vaska, at work tomorrow bonus, and after the game we will go to the cafe. Better yet, at the end, add: " What are you: coffee or ice cream?"

In short, we mustto turn a person into a reality.

There is still a possible danger - if the reason is lack of completeness sensations in real life, then a person can consciously expose himself effects of fear and seek repetition. Long and too strong The impact of stress factors will inevitably lead to distress.

Therefore, it is important to balance the tension and relaxation. And not fundamentally positive this stress ( the joy of victory) or negative.

* * *

Any victory even in the game is a way to develop a habit to success. We tend to devalue our achievements in games, quests, quizzes, and in vain. Because it is from these little peaks our gold reserve of self-esteem is collected. Even if in real life Big victories are not so many, you need to allow yourself to enjoy the feeling triumph and joy.

Moreover, in psychology there is the concept of eustress - positive stress. Thanks to him increasinginternal reserves of the body, improves memory, ability to concentrate. He raises the life tone, gives us the opportunity for self-realization.

And I would also like to advise participants in quests to congratulate each other and thank. Because recognition of your contribution in the victory of other participants literally cement our faith in ourselves.

Why did quests become so popular in reality?

Elena Vysotskaya, social psychologist

The idea of ​​quests in reality is very interesting. Of the obvious advantages, it can be noted that the quests pull people out of virtual communication into the real. After all, recently people have strongly gone into virtual communication, real became insanely small, and without interaction in real life - life not life.

If we talk about the functionality of quests, then they can be used how to diagnose any system. Whether it's family, company, company friends. You can identify the problems that exist, you can identify the roles, which each occupies in this system.

If you go to play the quest for a family - it's very good an alternative to pants on the TV. Now it happens that people live under one roof, but do not see each other, especially because of different schedules. And then again - and all gathered together.

For example, a teenage son who has a father  little common interests, can suddenly see in the father of the leader, but, provided that the father is one. Still now often

occurs, that the family problem is due to the fact that the leader is a woman. Such games will help to see the problems in the distribution of roles.

* * *

I would not consider quests as psychotherapy: after all  this is, first and foremost, entertainment, but if you closely observe for people in the process, it is possible to understand who has any difficulties in communication. Especially important choose a quest,based on how much the person is impressionable, how much he is able to treat the game as a game.

The popularity of the terrible and tickling nerves of quests can be explained by the fact, that during the working day a person restrains a lot of negative emotions (affect etiquette, hierarchy), this can not be avoided. And here on the quest he can throw out all aggression, more openly expressing emotions.

As for fear, often a person wants to experience fear in order to feel alive. " I'm afraid, then I'm alive." It happens when people do not feel the flow of life very intensely. When all the time routine, some dull events.

I would suggest that the creators of quests make quests for strangers people who could all come and play. That would be great an alternative to clubs, bars: after all, in quests you can better watch, how a person manifests himself, how he achieves his goals, how he works in the team, as it comes in a critical situation. Very interesting would.

Why did quests become so popular in reality?

Anna Kucheryavenko, neuropsychologist, psychotherapist

The idea of ​​quests is not new at all - during the Soviet era there were lightning, orientation on the ground - this is also a quest, then there were role-playing games -  this is also a quest. Computer walkers are also quests. Now a lot such games are diverse: and urban orientation, and " Running City", and quests in the rooms there too. Closed rooms are still unusual for people, worry, interest.

I think that their appearance is a definite round of technological development. People in them play different, someone has an important intellectual component, someone  just need to play your fear. For example, claustrophobia, fear of death,  zombies, horror stories and the like. DOther forms are a view of the terrible movies, computer games.

In principle, it's good that the quests are more communicative: if people get up from the table  with a computer and go to play them, like, it's progress. But, not the same as we would like. Because fears are better to work through, but not win back. Intellectual and sports quests, of course, more useful than horror stories.

* * *

Scary quests are not psychotherapy. Here the logic is this: I go to where I'm afraid to be afraid, to make sure that everything  fearfully. On the one hand, I overcame my fear, but still did not work. And only relieved the tension.

In principle, there are some directions in psychotherapy, for example, psychodrama, where such methods of reproducing fears are used, but there is this treatment and is aimed at a specific person, but here it is mass entertainment for money. This is not intended to benefit the individual, Here is a purely commercial story to the peoplehe came, paid money, has got it.

More scary quests are more popular precisely because the fear of losing itself is the most powerful fear, we all have it from birth. Just someone stops at this fear and all the time convinces himself that everything is scary, and someone develops further.

It's like with television: all these series on NTV are very popular about murder, maniacs. Well, just people like to make sure that everything scary in the world to justify its unwillingness to evolve.

By itself, the form of the quest - it is very ancient, Cossack robbers  all were very long ago, just now a person wants more demonstrations technical possibilities, scenery, so this is the form of our time just.


Despite the different attitude to detail, in one all the psychologists we interviewed ( including those who are in the final version of the article did not hit) converge: quests are an excellent way of group interaction.

AndIt does not matter which group you went to play: along with your family, friends or co-workers. It is important that the team atmosphere  - it's always good.

After all, it does not really matter what you play in the team: football, water polo, checkers, or some desktop " Monopoly" .  It is important that such games help each of the participants to open their own potential. And even the most embarrassing such games emancipate.

But unlike the above games, the quest is worth recommending  even if it is a combination of all the useful properties of individual games. Mysteries of logic and savvy? You are welcome. Physical activity? Certainly. Excitement? As many as you like.

So do not be shy, collect your unique team of players and go ahead - come out of hundreds of different rooms.