Formations de l’idéal, Hikikomori, et réalité virtuelle à l’adolescence

Autor: Manuella De Luca, Pierre Chenivesse
Rok vydání: 2018
Předmět:
Zdroj: L'Évolution Psychiatrique. 83:e13-e26
ISSN: 0014-3855
DOI: 10.1016/j.evopsy.2018.04.003
Popis: Goals Withdrawal behaviors in adolescents are becoming increasingly prevalent, both in clinical practice and in the specialist literature. First described in 1980s Japan as hikikomori, these behaviors are now found across international nosographies and in a variety of structural models. They are not always accompanied by intensive video gaming. Adolescents’ use of digital technologies is quantitatively and qualitatively varied. It can be situated in a particular mobilization of ideal-formations at the intersection of the virtual and the illusory. It can also be a step towards a renewal with social relationships, in that it allows for a less threatening confrontation with the object. Method Using the clinical example of a 15-year-old secluded in his home for 18 months, we will explore the interactions between withdrawal behaviors and the use of digital technologies from the perspective of ideal-formation. We will examine how the formations of the ideal intertwine with the processes of identification and with the subject's ability to process loss. Results In Japan, a cultural and sociological explanation of hikikomori is preferred, and the reference to psychiatry is excluded. Withdrawal behaviors can be understood within a particular form of culture, or rather a counterculture: an idiomatic or singular form of adolescent suffering that uses virtual reality as a specific mode of relating to others and to the world. The ideal, like adolescence itself, is characterized by its incompleteness. Paradoxically, this notion also contains both a confrontation with the subject's inadequacy and the possibilities for remedying this inadequacy. Virtual reality can thus enable the subject to fight against the consequences of the losses that define the process of adolescence. Discussion Withdrawal behaviors appear in a variety of psychical constellations, especially since they tend to begin in adolescence or in early adulthood. The use of digital technologies makes it possible to stop the passage of time and to limit the impact of pubertal transformations and of the confrontation with sexuality. Maxime's investments in the ideal and in the virtual play out on a continuum between toxicity and creativity. Toxicity can be seen in the stagnation of the adolescent process and the preservation of a narcissistic omnipotence via an ideal ego. Conclusion Not all housebound adolescents use digital technologies intensively; and the digital can also contain a restorative dimension at this age. For the most vulnerable teenagers, video games enable narcissistic reinforcement, less threatening object relationships, and a less painful handling of loss. Together, virtual reality and the formations of the ideal can help “restart” a stalled adolescent process.
Databáze: OpenAIRE