A INFLUÊNCIA DO VÍDEO GAME NO DESENVOLVIMENTO DO ADOLESCENTE COM BASE NOS CONCEITOS DE WINNICOTT
STAIDEL, Gustavo Falavinha1; SOARES, Flavia Maria De Paula2;
Introdução:This work started from the research problem if, and how, the video game as a simulator of different realities, influences the constitution of the identity and the construction of reality of the adolescent nowadays. The virtual game is thought not only as a mode of entertainment, but as a transitional object in adolescence, with games enabling the potential space, that is, an area between creating and discovering that is proper to the processes of transitionality and, therefore, of playing. Winnicott (1975) uses the concept of transitional object to determine the first “not-me” possession and the constitution of this object by the child depends on the mother. The transitional object is an intermediation between the external and internal environment of the child. It is not part of the baby's body, but is also not recognized as completely external. The transitional object can be a teddy bear, a doll, a little cloth, among others. Potential space is where we are spared from separating the facts from fantasy, as is the area available for the creation and exercise of the ability to symbolize and play, enlarging to art and culture in general.
Objetivo:The studies seek to understand the relationship, in a healthy and creative way, of the adolescent with the video game, based on the concepts of Winnicott's psychoanalysis.
Metodologia:The method used was the bibliographical research and the qualitative correlation of the concepts on the theme.
Resultados:As conclusion of the research it is reflected that the video games can function as a transitional object in the adolescence phase so that games can go far beyond than just one mode of entertainment. They also contribute to the construction of the reality and identity of the adolescent as a process of adolescent of playing that can fulfill the function of personal maturation organizer of this phase.
Conclusões:Virtual games provide a facilitating environment and the basic isolation necessary for this time of life. Besides that, it is important to pay attention to the deep relation that can occur between the game and the player and the play that allows to transit in the fictional worlds, each world with its own space and time.Finally, it is made a reflection that the modes of playing video game, as a transitional object, can also be used with therapeutic use in this phase of life.
Palavras-chave:Winnicott. Video game. Adolescence. Transitional object. Potential space.