The phenomenon of the video game calls for a study of its risks. We have chosen to approach it from the perspective of addiction, since some subjects play video games to excess. We will try to see how the choice of the addiction object, the “ video game ”, reveals a history of narcissistic wounds involving real images but also self images. The video game shows us the anti-depressive struggle set up by the player through an avatar, a narcissistic double who possesses the anal talents sadly lacking in himself.