Streamers and the ego-ideal: who are you when the camera turns on
The streamer's persona: the ego-ideal, Winnicott's false self, and the cost of the mask.
Read analysis →The streamer's persona: the ego-ideal, Winnicott's false self, and the cost of the mask.
Read analysis →Lacan's gaze (Seminar XI) in horror: the terror of becoming the object of the Other's gaze.
Read analysis →Jouissance: the satisfaction that goes beyond pleasure and insists, even when the game no longer entertains.
Read analysis →Sony ends physical media in 2028. Non-ownership, the transitional object, and the collector's fetish.
Read analysis →The zombie as Kristeva's abject, the uncanny of the mansion, and the fear of losing your self to infection.
Read analysis →The creative act as a descent into the unconscious, light against darkness, and Mr. Scratch as Freud's double.
Read analysis →Rewinding time as the defense mechanism of undoing (Freud) and the mourning that can't be reversed. Spoilers.
Read analysis →Totem and Taboo on a cosmic scale: the corpse-Emperor, the death drive as government, and fanaticism as jouissance.
Read analysis →André Green's dead mother, the child marked by the Macula, and the maternal fantasy of the "damaged" child. Contains spoilers.
Read analysis →The voices as symptom, mourning that becomes a journey to the underworld, and the persecutory superego. Made with real patients.
Read analysis →The subject spoken by the Other, Rapture as narcissistic utopia, and the commanded parricide of Andrew Ryan. Spoilers.
Read analysis →Masculinity-as-shell, Klein's manic defense, and the grief beneath the armor (Dom and Maria).
Read analysis →God of War as Greek tragedy: the Oedipal parricide, narcissistic rage, and the ashes of guilt that won't come off the skin.
Read analysis →The finitude that awakens, Klein's reparation, and what it means to die a whole man. Contains spoilers.
Read analysis →Why do we pay for a game that only comes out in November? FOMO, the desire of the Other, and the pre-order machine.
Read analysis →The town as a projection of the mind, the return of the repressed, and Pyramid Head as self-punishment. Contains spoilers.
Read analysis →Joel's death, the construction of Abby, and consent at the hospital: why the second game sabotages the meaning of the first. Contains spoilers.
Read analysis →Behind the children's-book visuals, a precise metaphor about growing up, the end of fantasy, and taking authorship of your own story.
Read analysis →Why do good people steal cars laughing? Freedom, the drive, and the object that never fills, via Winnicott, Freud and Lacan.
Read analysis →The fragmented world as a psychotic mind, transitional space and holding: Kojima read through Lacan and Winnicott.
Read analysis →Mourning after trauma, PTSD, depression, and rebuilding through bonds. A psychiatric reading. Contains spoilers.
Read analysis →Why have these figures fascinated us for generations? The samurai as superego, the ninja as id, from Kurosawa to Ghost of Yōtei.
Read analysis →A tribute to the Prince of Darkness in video games: excess, jouissance, and the return of the repressed.
Read analysis →On the channel I read each game in real time, playing and commenting as a psychiatrist and psychoanalyst. Come for the streams.
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