Story of a video game workshop: “Ico”, an interactive fairy tale for children less interaction

1Citations
Citations of this article
7Readers
Mendeley users who have this article in their library.

This article is free to access.

Abstract

The Since several years, I use the video game as a therapeutic object. This new mediation seems pertinent for children that we qualified “limit”. Those children are more in the game in the gambling sense, than in the Winnicot’s play. The video game is relevant in a clinic sense for two reasons essential. The first reason is that mediation is in picture and children and adolescents have an intimate attachment to these who have the power to do emerge affects and words that in generally are repressed. The second reason is this meeting between narcissism pathology and the use of video game as a place of virtue’s passage in act. The acting becomes symbolic and the conflict showed by the narration of the video game is in a dynamic point between drive and narcissism.

Cite

CITATION STYLE

APA

Stora, M. (2009). Story of a video game workshop: “Ico”, an interactive fairy tale for children less interaction. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 5709, p. 337). Springer Verlag. https://doi.org/10.1007/978-3-642-04052-8_61

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free