ABSTRACT

For a psychoanalyst to talk about video games today is not easy. The subject of video games has entered the clinical field gradually, first through psychopathology – namely, driven by the media discourse transmitting a kind of moral panic. Video games are part of the great movement of the history of technology, in which humans continue to try to substitute their natural environment with an environment made purely of representations, where they can feel more in control and thus safer. The imaginary dimension of video games should not obscure the fact that these objects are cybernetic frameworks, which emerged at a certain moment in the history of computing and from specific environments and ecosystems.