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The video game as an idiom of difficulties of identity

Par : Type de matériel : TexteTexteLangue : français Détails de publication : 2018. Sujet(s) : Ressources en ligne : Abrégé : The author argues that the practice of video games has long been approached in clinical psychology from the sole angle of questions of abuse and addiction. He presents an emergent approach, which gives greater consideration to the subjectivity of the relations between a player and his game. Thus the practice of videogaming can be envisaged as a subjective idiom. The case presented shows what a young adult presenting a borderline personality organisation uses his videogaming practice; but, above all, it shows how it highlights his problems of narcissism and identity and permits the clinician to see them in a new light. The echo found between the subject’s psychic conflicts and the videogaming diegesis may also serve as a support, a therapeutic mediator, permitting the clinician to help the patient find a solution to his psychic suffering.
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The author argues that the practice of video games has long been approached in clinical psychology from the sole angle of questions of abuse and addiction. He presents an emergent approach, which gives greater consideration to the subjectivity of the relations between a player and his game. Thus the practice of videogaming can be envisaged as a subjective idiom. The case presented shows what a young adult presenting a borderline personality organisation uses his videogaming practice; but, above all, it shows how it highlights his problems of narcissism and identity and permits the clinician to see them in a new light. The echo found between the subject’s psychic conflicts and the videogaming diegesis may also serve as a support, a therapeutic mediator, permitting the clinician to help the patient find a solution to his psychic suffering.

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