Le Jeu Vidéo Dans Ses Rapports À La Psychologie Clinique

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Le Jeu Vidéo Dans Ses Rapports À La Psychologie Clinique Université Paris 13 – Sorbonne Paris Cité École doctorale ERASME (ED 493) Unité Transversale de Recherche en Psychogenèse et Psychopathologie (EA 3413/4403) Le jeu vidéo dans ses rapports à la psychologie clinique Une approche psychanalytique Par Sébastien Bogajewski Thèse de doctorat en Psychologie de l'université Paris 13 Dirigée par Monsieur le Maître de Conférence Eric Bidaud - HDR Présentée et soutenue publiquement le 17 décembre 2015 Devant un jury composé de : M. le Professeur des universités Leandro de Lajonquière – Université Paris 8 UPL , Président Professora Dottora Ana Maria Meideros da Costa – Uni. Estado. do Rio de Janeiro , Rapporteur M. le Professeur des universités Mohammed Ham - Université Nice Sophia Antipolis , Rapporteur M. le Maître de Conférence Eric Bidaud - HDR - Université Paris 13 SPC , Directeur M. le Professeur des universités Gilles Brougère - Université Paris 13 SPC Mme le Professeur des universités émérite Marie-Claude Fourment - Université Paris 13 SPC A Andreï et Alexandr. « Les mots qui vont surgir savent de nous ce que nous ignorons d’eux. » René Char (1977) Sept saisis par l'hiver, dans Chants de la Balandrane, Paris : Gallimard, p.16. 2 3 REMERCIEMENTS Je tiens en premier lieu à remercier mon directeur de thèse, Eric Bidaud, d'avoir accepté de diriger mon travail, de sa sympathie, de son humanité et de son optimisme, ainsi que de son soutien. Faire ce travail sous sa direction fût un plaisir. Je remercie en second lieu Marie-Claude Fourment de m'avoir accueillie au sein de l'UTRPP (EA 3413), comme de ses conseils avisés et de sa gentillesse lors des séminaires doctoraux. Tout comme le personnel et la direction de l'ED Erasme. Je tiens à remercier particulièrement mes collègues du séminaire doctoral : Marie-Laure, Anaïta, Fernanda, Robert, Ulysse, Yan, Anna-Corinne, Morgane, Mirka et Christine. Et des remerciements appuyés pour Elodie, à la fois de son soutien, de son amitié ; et de m'avoir accompagné dans de nombreux projets. Je lui souhaite bonne chance. Un remerciement particulier à ma famille. Enfin, je tiens à remercier chaleureusement les membres du jury de leur regard critique porté sur la présente thèse. 4 Table des matières Avant-propos.................................................................................................................9 Introduction.................................................................................................................15 Chapitre 1 Contexte historique...................................................................................................... 23 1.1 Des premiers ordinateurs aux consoles de salon : vers un système ludique personnel.......25 Les prémices du système ludique personnel...............................................29 Les premières réglementations du contenu des jeux..................................31 1.2 L’époque des Nintendo Kids...............................................................................................35 1.3 « L’agressivité comme vecteur de distinction »..................................................................41 Globalisation et mutation de l’univers vidéoludique..................................44 1.4 Les années 2000 : La révolution Internet et l’Eleet............................................................ 49 1.5 Informatique ubiquitaire et corps ludique : les nouveaux défis du monde vidéoludique...59 Wii et Kinect : le corps ludique.................................................................. 65 Chapitre 2 Théories, cadres et caractéristiques du jeu et de l’activité vidéoludique.....................71 2.1 Le jeu : du sérieux à la réalité............................................................................................. 75 2.2 De la liberté à la décision dans le monde vidéoludique......................................................87 2.3 Le jeu et son cadre : l’ordre, les limites et la règle............................................................. 93 De la règle du jeu...................................................................................... 100 Règles et apprentissage.............................................................................104 2.4 De l’incertitude et de la frivolité dans le jeu.....................................................................109 2.5 Des particularismes du jeu vidéo : Cercles magiques du game et du play et imagerie interactive................................................................................................................................117 Chapitre 3 Du symbolique dans l’activité vidéoludique..............................................................125 3.1 Cybernalisation, symbolique et langage........................................................................... 125 3.2 Du symbole à l’affect : une question de plaisir.................................................................131 3.3 L’expérience du Fort-da : au-delà du Principe de plaisir ?...............................................135 3.4 Jeu, symboles, langage et développement de l’enfant...................................................... 137 3.5 Jeu : de la répétition à l’addiction..................................................................................... 141 Du bien-fondé de la compulsion de répétition comme symptôme...........144 La question de l’excès...............................................................................152 La question de la répétition.......................................................................157 La répétition au regard du numérique.......................................................164 3.6 Libido, narcissisme primaire et secondaire : du jeu de l’enfant au jeu de l’adulte...........167 Chapitre 4 Le jeu vidéo comme tentative de suppléance.............................................................175 4.1 Le cas de Simon................................................................................................................ 177 Simon et le jeu Silent Hill......................................................................... 182 Silent Hill comme tentative d’équilibrage structurel................................186 4.2 Vidéoludique et objet a : esquisse des caractéristiques de l’avatar...................................191 4.3 Le cas de Paul................................................................................................................... 195 4.4 De l’objet a au risque du désir de contrôle........................................................................199 Du désir de contrôle dans la réitération.................................................... 201 Chapitre 5 Jeu vidéo, visagéification et investissement d’objets.................................................205 5.1 L’avatar comme visage numérique................................................................................... 205 5.2 De l’esthétique à la commotique du visage de l’autre...................................................... 213 Le cas de Claire.........................................................................................216 5.3 Le devenir des investissements de l’avatar de l’autre pensé.............................................221 5 La question de l’investissement de son propre avatar..............................227 5.4 Avatar, intelligence artificielle et investissements a-symétrique.......................................233 Des spécificités du jeu vidéo, de la toxicomanie et des jeux de casino par rapport aux relations a-symétriques..........................................................243 Sensorialité et immersion, comparaison entre jeu et toxicomanie............247 De la sensorialité corporelle à la sensorialité pensée : l’esprit relativement à la réalité..................................................................................................251 Chapitre 6 Le jeu vidéo et les discours : la cyberaddiction en question......................................257 6.1 La théorie des quatre discours de Lacan........................................................................... 265 6.2 Le discours des cyber-addictologues : de l’universitaire au maître..................................273 Nouvelles technologies et crainte du déclin.............................................279 La psychanalyse en question.....................................................................287 6.3 Le discours des médias : les nouveaux universitaires.......................................................289 6.4 Le discours des joueurs : les néo-hystériques ?................................................................ 303 6.5 L’impossible discours des parents.....................................................................................319 Le moment de conclure.............................................................................................331 Bibliographie.............................................................................................................337 Index des Illustrations............................................................................................... 355 Index des cas cliniques..............................................................................................357 Index Général............................................................................................................359 Annexes.....................................................................................................................363 6 7 Avant-propos Comme dans toutes les sciences humaines, la psychologie
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