Loading presentation...

Present Remotely

Send the link below via email or IM


Present to your audience

Start remote presentation

  • Invited audience members will follow you as you navigate and present
  • People invited to a presentation do not need a Prezi account
  • This link expires 10 minutes after you close the presentation
  • A maximum of 30 users can follow your presentation
  • Learn more about this feature in our knowledge base article

Do you really want to delete this prezi?

Neither you, nor the coeditors you shared it with will be able to recover it again.


Psychoanalytic Theory in Video Games

No description

Jamie Moseley

on 18 April 2014

Comments (0)

Please log in to add your comment.

Report abuse

Transcript of Psychoanalytic Theory in Video Games

The Psychoanalytic Theory of Personality in Relation to Video Games
7 Ways Video Games Engage the Brain-Tom Chatfield
Top 10 Best Selling Video Games of 2013
1) Grand Theft Auto V
2) Call of Duty: Ghosts
3) Madden NFL 25
4) Battlefield 4
5) Assassin's Creed IV: Black Flag
6) NBA 2K14
7) Call of Duty: Black Ops II
8) Just Dance 2014
9) Minecraft (Xbox 360 edition)
10) Disney Infinity

Feeding the Ego

Demographic Differences
1) Grand Theft Auto V
2) Bioshock Infinite
3) Bioshock and Bioshock 2
4) Maden 25 Anniversary Edition NFL Sunday Ticket Bundle
5) Borderlands 2
6) XCOM: Enemy Unknown
7) Battlefield 4
8) Tomb Raider
9) Assassin’s Creed IV: Black Flag
10) The Walking Dead: 400 Days
11) Dragon’s Crown
12) Civilization V Gold
13) Final Fantasy
“The virtuous man contents himself with dreaming that which the wicked man does in actual life.” -Freud
“Unacceptable” content in video games: gratuitous violence and sexual content
The superego allows people to engage with the content because it is fantasy
Superego granting a “small victory"
Most common argument in support of explicit games
Cracked.com video, to what point can realism progress before we become uncomfortable.

The Superego At Work
"The dream is the liberation of the spirit from the pressure of external nature, a detachment of the soul from the fetters of matter.” -Freud
Reality is inherently unideal for the ego to flourish
Most violent (consequently popular) games often pit gamers against each other
Alternative means to assert one’s dominance
Physical limitations and fear of failure negated
Attain acknowledgment one may not get outside of the virtual world
Industry primarily consists of males
Games offer total control
Extreme violence is encouraged and rewarded
Dynamic of control as it relates to female characters (League)
Games marketed based off of degree of freedom
Appeasing the Id
In Conclusion...
How do they interact with the psyche to allow for the release of repressed emotions?

Do they offer a positive outlet for our primal desires or do they encourage violence?
Works Cited
Protects the ego by balancing it and the id
One of the key mechanisms of the unconscious
Manifests by fighting back
Ego is selfish “Imago”
Superego is the cultural aspect and censor; it delays the wants of the id; only works with absolute truths
Id is the uncivilized, antisocial aspect; instinctual desires

Dynamic Model
2013 NPD Data
Dynamic Model
Energies flow between superego, ego, and id
The three energies are constantly competing and are always in conflict
Reality principle: tension between inner drive and what is allowed in reality
Pleasure principle: what we want; never completely satisfied
Freud, Sigmund, and James Strachey. "The Primary and Secondary Processes-Repression." The Interpretation of Dreams. New York: Basic, 2010. N. pag. Print.

Granic, Isabela, Adam Lobel, and Rutger C. M. E. Engels. "The Benefits of Playing Video Games." American Psychologist 69.1 (2014): 66-78. Print.hillips, Adam. Missing Out: In Praise of the Unlived Life. New York: Farrar, Straus and Giroux, 2013. Print.

Roberts, Shane. "The 13 Most Popular Video Games Of 2013, As Purchased By You." Kotaku. N.p., 12 Dec. 2013. Web. 18 Apr. 2014.

Sinclair, Brendan. "Best Selling Video Games." Games Industry International. N.p., 16 Jan. 2014. Web. 16 Apr. 2014.
2010: $25 billion vs $10.8 billion
Interactive and control
Mirror neurons
Replication of "life"
Video Games
Connor, Jamie, and Marissa
Full transcript