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Video games: A space for (proto)construction in and by the Rorschach

Video games are a reality of today’s culture. This article is based on a sample of nine Rorschach protocols applied to young adults who are active gamers. The Rorschach results show a difficulty in correctly understanding reality, an introverted affective dynamic and a high level of anxiety — characteristics linked to a psychic movement where matters of strength and authority (I and IV), arsenals of war (VII), with inscription in affective relations (II and III) or with regressive logics (VIII, IX and X) are posed. This study allowed us to build a (proto)virtual, with new Avatars in the Rorschach, a three-dimensional construction that intertwines the real and the virtual, putting projection over perception, where the (proto)mental is (re)signified.

Key words:
Video games; Rorschach; (proto)construction; intersubjectivity; virtual


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