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22 | 2024
Les jeux vidéo : de la fracture à la rencontre

Video games: from fracture to encounter
Edited by Benoiste Salembier and Renaud Hétier

Video games, and the way in which children and adolescents invest in them, often with passion and spending a significant part of their free time on them, can be a source of concern for educators. This sometimes goes as far as a form of “moral panic” when we associate video games with serious psychological difficulties, or even violent acts. Furthermore, these games repeatedly appear to be an object of intergenerational “divide”. In this case, it is a question of overcoming this common apprehension from a double point of view. On the one hand, video games can be a symptom and reveal a family problem (for example the lack of framework and/or relational investment), rather than creating it. On the other hand, an investment in these games by adults, in different forms, can allow an authentic meeting between parents and children, or even open up perspectives beyond the game.

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