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Escapes in Los Angeles \ О квестах \ Exit for the escapist: is the quest a departure from reality or a way to return to it?

Exit for the escapist: is the quest a departure from reality or a way to return to it?

Escape the quest - is it a departure from reality or a way to return to it? The growing popularity of quests in reality around the world could not leave indifferent psychologists. Experts are trying to understand the consequences of the craze for games in the genre "Escape from the room" and whether the quest guru can be considered as escapists, as amateurs of video games and computer worlds.

What is escapism?

The concept of "Escapism" is not without reason derived from the same word as escape-quests - & nbsp; " escape ". The line between the splash of emotions in the game space and the escape from gray reality is very thin, and a good quest can both bring you back to the real world and take it completely.

Who are such escapists? These are people who go from reality to the world of illusions and fantasies. It can be caused by stress, depression, a constant sense of danger and even banal boredom. This is not a disease and not a mental state, rather a peculiarity of perception, peculiar to a person in specific difficult periods of his life. Extremely escaped, however, may well be reborn into an obsessive state, and then the path of man lies with the psychiatrist. But while mania is still far away, and there is already too much imagination in the head, what to do?

Escapism is not a new phenomenon. Just before there were less opportunities for him. Someone went as a hermit to the mountains, someone closed in his ancestral castle, and someone went crazy, imagining himself who he was not. Escapists invented fairy tales more adequately and wrote magic books, at worst - music. And then there were new technologies that erected escapism to a new level.

Modern mass culture provides many opportunities to escape from reality. Starting with fantasy literatures and movies and ending with the Internet, computer games and virtual reality glasses. From the rare manifestation of an extreme degree of withdrawal from the world, it has turned into a mass phenomenon. Initially, the questum was perceived alongside these standard "tools" of the escapists, but then the psychologists realized that it is quite possible that he could also become a panacea in the fight against the general escapism of young people.

Quest-therapy for escapist

The main thing that Questum does not exactly allow its participants to do is to bring their escapism to absolute values. In other words, even greatly carried away by quests in reality you will not leave the world and will not cease to communicate with people, if only because for the majority of games you need a team. And collective withdrawal from reality is no longer an escapism. & Nbsp;

But the quest, with its limited space, time and a set of people in the room - a good way to rehabilitateFor a person who has left the world because of psychological problems. Therefore, to persuade a friend who has not left his apartment for several months, hiding from the world behind video games and boxes of pizza, going to the quest is much easier than going for a walk. Firstly, there will be few people in the Questrum (ideally, they are well acquainted with him), secondly, this reality is as close to the one as he leaves - virtual, and, thirdly, it is much easier to get out of the house knowing exactly how much time you leave your cozy little world (because the game time is limited).

Dependency on quests.

And still, do not think that the quests in reality - it's something like an antidepressant. It happens the other way round: horror is placed on the "adrenaline needle" cleaner than jumping on the rope from the bridge, and fabulous escapes can be the first step on the way to understanding the grayness and wretchedness of the surrounding world and, as a result, run to where to leave in an hour, not atin virtual reality.

There is already need to look at a particular quest-maniac. Does he go to the game with the same team of like-minded people or constantly brings new friends and acquaintances. Whether he chooses different scenarios or "sat down" on one genre. Whether he is chasing after a new portion of adrenaline or charging for brains, or just having fun. How does he react to victories and defeats.


In July last year on the channel Science Channel came the show "Race to Escape", in which participants must pass a classic escape quest. Teams participating compete for speed: those who leave the room faster, get a solid cash win. Organizers, in fact, conducted a live social experiment: they locked up unfamiliar people in one room and forced them to play not for interest, but for money. Before that, each participant was interviewed, asking about him, hisabilities and how he can help his team during the game. The result shocked the authors of the show: it turned out that the person who enters the room is very different from the person who is there after the lock is closed. People who consider themselves leaders, in fact, are led, they are lost and can not use their skills, or, conversely, discover new talents.

Psychologists analyzed the games records and tried to understand how people unfamiliar with each other build an interaction in an extreme situation. & nbsp; After all, on the one hand, they do not know each other's opportunities and weaknesses, and on the other hand, in such a situation, experience shows that people have an amazing sense of unity. To feel something like this, you need to be in the middle of a strange office building, when you cut off electricity and all help a friend a friend to go out on the stairs & hellip; or be in a quest with strangers. One way or another, it is obvious: a locked room greatly changes the psychology of people who are in it. In particular, it helps "to escape from my life," the Americans admitted.

So, is it possible to call quests in reality a new tool for escapism? Probably, it is possible. How can you call it a cure for young people who have completely left the reality in the virtual world, who for the first time in a long time begin to communicate with real people, not necessarily, but for the sake of positive emotions and solving fascinating tasks.