The Great Escape

Digital technology allows us to lose ourselves in ever more immersive fantasy worlds. But what are we fleeing from?

The only people who hate escapism are jailers, said the essayist and Narnia author C S Lewis. A generation later, the fantasy writer Michael Moorcock revised the quip: jailers love escapism — it’s escape they can’t stand. Today, in the early years of the 21st century, escapism — the act of withdrawing from the pressures of the real world into fantasy worlds — has taken on a scale and scope quite beyond anything Lewis might have envisioned.

I am a writer and critic of fantasy, and for most of my life I have been an escapist. Born in 1977, the year in which Star Wars brought cinematic escapism to new heights, I have seen TV screens grow from blurry analogue boxes to high-definition wide-screens the size of walls. I played my first video game on a rubber-keyed Sinclair ZX Spectrum and have followed the upgrade path through Mega Drive, PlayStation, Xbox and high-powered gaming PCs that lodged supercomputers inside households across the developed world. I have watched the symbolic language of fantasy — of dragons, androids, magic rings, warp drives, haunted houses, robot uprisings, zombie armageddons and the rest — shift from the guilty pleasure of geeks and outcasts to become the diet of mainstream culture.

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Published by Damien Walter

Writer and storyteller. Contributor to The Guardian, Independent, BBC, Wired, Buzzfeed and Aeon magazine. Special forces librarian (retired). Teaches the Rhetoric of Story to over 35,000 students worldwide.

One thought on “The Great Escape

  1. Dear Damien, is it presumptuous of me to wish to send you a copy of ‘Happy Hour In Hell’? Indeed – are you traveling & thus have no immediate need of material books? But if I can send a copy, and you care to tell me where, then I’d be delighted. Sincerely, Deborah Beale

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