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Le jeu vidéo dans ses rapports à la psychologie clinique : Une approche psychanalytique

Abstract : Video games interrogate more and more the clinical psychology since early 2000's. They are in the center of numerous controversies about its uses and its alleged misdeeds. Despite this, some videogame practices tend to trivialize today. However, the discourse of addictologists, media, parents and educators, players themselves or of psychoanalysis, often convey a truth obscured by the language that continues to question us. Notably, it raises the issue of the origins, history, and the effects of this truth on the subject that interests us. Say that play "maybe like drugs" is very eloquent about the representations we make, as a society, relating to the game, as the video game. But it's very eloquent, too, about some discontent about new technologies and youth in general. It is this discontent, we think carefully collect in certain demands, and in some symptomatic clinical manifestations, even in some "synthomatical" manifestations. This thesis attempts to question the history and characteristics of the video game as a playful object, before presenting the reports of the video game to the clinic, to finally conclude with a reflection on the discourse about the videogame and their possible effects in the clinic.
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Submitted on : Wednesday, July 10, 2019 - 5:08:05 PM
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  • HAL Id : tel-02179407, version 1


Sébastien Bogajewski. Le jeu vidéo dans ses rapports à la psychologie clinique : Une approche psychanalytique. Psychologie. Université Sorbonne Paris Cité, 2015. Français. ⟨NNT : 2015USPCD112⟩. ⟨tel-02179407⟩



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