The digital era, with its proliferation of screens, gives adolescents a stage on which they can playact their desires and conflicts. The use of virtual worlds, handy projection supports determined by the encounter between one’s own virtualness and that of pixelated worlds, will accompany the adolescent process. The use of virtual worlds pauses the adolescent process, but this can lead to a morbid dis-objectalizing process that prevents the adolescent from becoming an adult.
Adolescence, 2020, 38, 1, 89-101.