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