The author goes back to the distinction D. W. Winnicott made between three forms of representational activity (daydreaming, dreaming and imagining) and shows that this distinction helps to establish a typology of ways of playing video games. These three ways of gaming differ both in the way objects shown on a screen are invested and in the way the gamer relates to his internal objects. This model breaks with that of addiction while laying the groundwork for a clinical and therapeutic approach to different categories of video game players.
Adolescence, 2012, 30, 1, 145-157.