That’s not fair! When teenagers challenge the logic of using a serious game for family simulation
Type de matériel :
30
Nowadays, adolescents’ immersion in virtual reality has become an essential component, constructing their very identity and its deployment within the family and school environments. In the best of cases, the avatar is part of a playful area of desirous daydreaming and subjectifying creative trial-and-error. In care institutions hosting adolescents, digital mediations are gaining ground, whether in an educational or health care mode. Out in this field, specialised serious games have recently emerged. In the present paper, the use of one of them, “Clash Back”, is examined, in particular on the basis of a clinical experience over several months and its therapeutic value is questioned. Indeed, a therapeutic tool does not so much exist in its own right but depends rather on the theoretical-clinical framework that underlies its use and allows for processual development. In addition, testing out of this serious game by teenagers confirms that the techniques do not always follow their creator’s logic but rather that of the logic informing their use, sometimes giving surprising results far removed from the original intention.
Réseaux sociaux