All analyses
The entire Psiquiatra Gamer archive in one place. Use the side menu to browse by game, by publication date, or by category.
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ConceptCollecting or disorder? When hoarding games becomes a problemhealthy collecting vs. OCD vs. hoarding disorder
ConceptFull library, nothing to play: the desire to own and the boredom of havingdesire is lack, 300 games, nothing to play
ConceptWhy can't I lose myself in a game like I did as a kid?the divided adult mind and the capacity to play
ConceptThe guilt of gaming as an adult: am I wasting my time?the productivist superego and the defense of play
ConceptWhy do we need to platinum? The psychoanalysis of 100%the superego and the jouissance of 100%
CultureToxic multiplayer: why we become someone else onlineanonymity, deindividuation and the crowd
ConceptMoral choices in games: guilt, reparation, and Klein's mindMelanie Klein, guilt and reparation
ConceptWhy we like to feel afraid in horror gamesFreud's Fort-Da and mastering anxiety
ConceptRetro-game nostalgia: why the past is such a comfortWinnicott's transitional object
ConceptWhy do we love the villain? The psychoanalysis of the dark sidethe id, repression, and forbidden pleasure
ConceptGrief in games: why it hurts when a character diesFreud and the work of mourning
ConceptThe avatar and the mirror: why we get attached to the characterLacan's mirror stage and the character that is you
CultureWhy the games we hype the most are the ones that disappoint us mostidealization and the game that only existed in fantasy
CultureStreamers and the ego-ideal: who are you when the camera turns onthe ego-ideal and the cost of the mask
Concept
Why the monster that stares back scares you moreLacan's gaze and the terror of becoming the Other's object
Concept
Why we keep playing what stopped being funjouissance: the satisfaction that insists even when the game no longer entertains
Culture
PlayStation without physical media: the dread of not owning your gamethe transitional object and the end of the disc
Analysis
Resident Evil: the horror of a body that refuses to diethe abject and the body that terrifies
Analysis
Alan Wake: the writer facing his own unconsciousthe writer facing his own unconscious
Analysis
Life is Strange: rewinding time is a psychic defenserewinding time is a psychic defense
Analysis
Warhammer 40,000: an empire that worships a dead fatheran empire that worships a dead father
Analysis
Gears of War: the manly armor and the grief beneath itthe manly armor and the grief beneath it
Analysis
A Plague Tale: the dead mother and the marked childthe dead mother and the marked child
Analysis
BioShock: "Would you kindly" and the illusion of free will"Would you kindly" and the illusion of free will
Analysis
Hellblade: psychosis seen from the insidepsychosis seen from the inside
Analysis
Red Dead Redemption 2: Arthur Morgan and psychic redemptionArthur Morgan and psychic redemption
Analysis
God of War: Greek tragedy, Oedipus and Kratos's rageGreek tragedy, Oedipus and Kratos's rage
Analysis
Silent Hill 2: guilt and the return of the repressedguilt and the return of the repressed
Culture
FOMO in gaming: what GTA 6 reveals about desirewhat the hype reveals about desire
Culture
Ozzy Osbourne in video games: the excess that won't be silencedthe excess that won't be silenced
Culture
Why do we love samurai and ninja? Psychoanalysis answerssamurai and ninja: the superego and the shadow
Analysis
Death Stranding 2: grief, trauma and depressiongrief, trauma and depression
Analysis
Death Stranding: the psychoanalysis behind Kojima's gamethe psychoanalysis behind Kojima's game
Analysis
Why is GTA so addictive? Psychoanalysis explainswhy is it so addictive? Psychoanalysis explains
Analysis
The Last of Us 2: why the story sabotages itselfwhy the story sabotages itself
Culture
The Plucky Squire: psychological analysis and meaninggrowing up and taking authorship of your own story