The technology of the virtual produces an area of illusion that is more and more captivating and engaging for adolescents faced with a reality that is sometimes experienced with anxiety. Video games are the royal road into this parallel domain, particularly through its implications for creativity, sublimation and identity. They play out the fantasy in an interactive form that combines activity and passivity. In adolescence, the incarnation of the heroes of video games based on the infantile heroic identification in its narcissistic dimension (ideal ego) would help to compensate for the loss of parental objects. But, the positive and subjectivating contribution of virtual identity depends on the permeability of this ludic sphere. The richness of the exchange between internal and external realities within this transitional area hinges on the real and reflexive presence of the other, so that the circuit of instances in play can be operative.