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The videogame experience, between containment and temporal dilation

Par : Contributeur(s) : Type de matériel : TexteTexteLangue : français Détails de publication : 2024. Sujet(s) : Ressources en ligne : Abrégé : The aim of this contribution is to offer an anthropological and educational perspective on the videogame experience. While video games are defined as a virtualized space, we need to ask whether playing them alters our relationship with time. The inhabiting capacity of human time, characterized by its function of containing and sustaining being, is put to the test in contemporary society, which is digitized, hyperconnected and saturated with objects. Some video games, products of this generation, attest to the pitfalls: acceleration of time, sensory disconnection, social withdrawal. And yet, through settings supported by speech (psychotherapeutic space, therapeutic workshops and groups, etc.), it seems possible to experience them as a way of opening up a supportive and containing relationship with time.
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The aim of this contribution is to offer an anthropological and educational perspective on the videogame experience. While video games are defined as a virtualized space, we need to ask whether playing them alters our relationship with time. The inhabiting capacity of human time, characterized by its function of containing and sustaining being, is put to the test in contemporary society, which is digitized, hyperconnected and saturated with objects. Some video games, products of this generation, attest to the pitfalls: acceleration of time, sensory disconnection, social withdrawal. And yet, through settings supported by speech (psychotherapeutic space, therapeutic workshops and groups, etc.), it seems possible to experience them as a way of opening up a supportive and containing relationship with time.

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