The internet and video games offer new spaces in our environment. These spaces have the particularity of being virtual, that is to say of existing only “in the state of simple possibility”. This particularity allows us to make projections of our real world. Internet and video games would therefore have the possibility of being a projected reality. The existence of virtual worlds upsets the subject’s relationship to reality. Internet is a virtual medium, but which can give rise to actual events. When two people meet on the internet, the relationship may be idealized or fantasized, but it is real, it is effective.

The frequentation of these virtual worlds by the subject would have a real impact on his behavior and would promote in certain subjects the emergence of pathological behaviors, such as addiction or deviant behaviors, violence for example.

Video games and the internet highlight two issues: that of dependence and that of the confusion between what is real and what is virtual, in some cases one supporting the other. Through the use of video games and the Internet, what is asked is the question of contact between the subject and his environment. Because if we can look at virtual spaces as spaces of projection, we can also look at them as moments of the subject’s space-time during which he is not in contact with other elements of his environment. What does the subject project? But also what does he do and what does he avoid?

Many authors are interested in the influence that these new technologies can have on the subject. They seek to demonstrate or refute the existence of a cause and effect link between the internet and video games and the emergence of psychopathologies. These researchers take the object as the starting point of their reflection. The object of our first part will be to take stock of these studies  

This part will be mainly based on the study carried out by … with regard to addiction and violence, which are the two major phenomena studied.

In the second part, we will examine how problems emerge around video games and the Internet for people who are in psychological distress. It is no longer a question here of placing objects, video games and the Internet, as a starting point for observation, but the subject. How the suffering subject and recognizing himself as such, tackles issues around video games and the internet in his psychotherapeutic process. To do so, we conducted a study with psychotherapists in order to study the processes of emergence of problems related to the use of video games and the Internet approached by people in psychotherapy regardless of the symptoms for which they came to consult. .

By putting the subject at the center of the study, we want to look at the meanings that problems of use of video games and the Internet can have in the overall problematic of the subject. This approach should allow us to go beyond the quantitative standards of definitions of addictive or normal behaviors and to get out of debates in terms of the good and bad of video games and the Internet.

Studies on the psychopathologies of the use of video games and the Internet

American literature on the Internet and video games is very abundant. Many researchers in the human and social sciences are wondering about the impacts of these two technological tools both at the level of the individual and at the level of society. Their disciplinary orientations influence their way of considering this impact. We note that, generally, it is not the same authors who work on the internet and on video games and that the media coverage of their writings will not be the same.

One of the most developed topics on the psychopathology of internet use is internet addiction disorder. Most studies are performed by clinical behavioral psychologists. The media coverage through the web is very strong. Most statistical studies are done online. Research is generally available on the web. There is even a virtual clinic for internet addiction. Thanks to this media coverage, Internet addiction today gives the impression in the United States of having become a public health problem. The writings of some analytically oriented psychiatrists and psychologists can also be found on the web. On the other hand, if we are interested in other psychopathological behaviors related to the use of the Internet, it turns out that very few articles are available on the web. The psychopathology of video game use focuses less on the phenomenon of addiction, but more on that of the violence contained in these games and the aggressiveness they can trigger in their users. Literature seems less productive than for the internet. It focuses on young children and adolescents. Almost no study takes an adult population into account. What can also be noticed is that many social psychologists have been interested in the impact of video games on the behavior of young users. but more on that of the violence contained in these games and the aggressiveness they can trigger in their users. Literature seems less productive than for the internet. It focuses on young children and adolescents. Almost no study takes an adult population into account. What can also be noticed is that many social psychologists have been interested in the impact of video games on the behavior of young users. but more on that of the violence contained in these games and the aggressiveness they can trigger in their users. Literature seems less productive than for the internet. It focuses on young children and adolescents. Almost no study takes an adult population into account. What can also be noticed is that many social psychologists have been interested in the impact of video games on the behavior of young users.

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