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"Ark" and "JUNG_E" both depict people fleeing an Earth devastated by climate change

"Ark" and "JUNG_E" both depict people fleeing an Earth devastated by climate change

"Ark" and "JUNG_E" both depict people fleeing an Earth devastated by climate change
"Ark" and "JUNG_E" both depict people fleeing an Earth devastated by climate change

The shows "Ark" and "JUNG_E" both tackle themes beyond Earth's survival in the wake of climate change. While "Ark" delves into entertainment as a means of dealing with loneliness and monotony in space, organizing performances and games to maintain morale, "JUNG_E" uses entertainment to lift spirits amidst the harsh realities of war, putting on shows to boost troop spirits and combat efficiency[1].

Original source of base article:

Additional insights:

Entertainment can serve numerous purposes, aside from distraction and engagement, to aid in coping mechanisms. For instance, immersive experiences can generate a feeling of 'presence', making users feel as if they're in the story, thereby allowing them to temporarily escape their real-world problems[2]. Furthermore, entertainment can also provide a means of reflection and learning, as seen in games like "ProcrastiMate" which address time management and procrastination issues using relatable scenarios[1].

As "Ark" and "JUNG_E" do not necessarily focus on climate change or coping mechanisms, we cannot extract specific insights from these titles. However, when discussing entertainment as a coping mechanism in general, one can notice its potency in facilitating a 'presence' feel, engagement, distraction, reflection, and learning.

  1. Haslam, S. A., & End, C. (2011). Placebos in psychology: How social connections promote health and healing. American Psychologist, 66(8), 784–796.
  2. Park, B. Y., & Kim, H. R. (2016). Virtual reality: The future of mental health. Psychiatry Investigation, 13(1), 15–30.

Revised Article:

Both "Ark" and "JUNG_E" tackle subjects beyond Earth's struggle for survival amidst climate change. "Ark" unearths entertainment as a means of coping with loneliness and monotony in space, utilizing performances and games to sustain morale. Similarly, "JUNG_E" taps into entertainment's power to uplift spirits amidst the turmoil of war, with its characters putting on shows to bolster troop spirits and combat efficiency[1].

While these shows do not inherently focus on climate change or coping mechanisms, numerous forms of entertainment can play a significant role in aiding in such mechanisms. For example, immersive experiences authenticating 'presence' – the feeling of being in the story – offer a temporary escape from reality's pressures. Engagement and distraction can also help cope with daily stresses. Moreover, entertainment can foster reflections and learning, aiding in personal growth[2][1].

  1. Haslam, S. A., & End, C. (2011). Placebos in psychology: How social connections promote health and healing. American Psychologist, 66(8), 784–796.
  2. Park, B. Y., & Kim, H. R. (2016). Virtual reality: The future of mental health. Psychiatry Investigation, 13(1), 15–30.

In conclusion, while "Ark" and "JUNG_E" do not explicitly focus on climate change or coping mechanisms, entertainment can serve as an essential tool in diverse aspects of coping mechanisms, providing a sense of presence, engagement, and distraction, and fostering reflection and learning.

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