This paper addresses the unique aspects of video games as a medium to explore how games might be interpreted in an analytic setting. By emphasizing the role of enjoyment in playing games, this paper reassesses earlier approaches to games in analysis and proposes a more comprehensive framework for considering the analysand's interaction with games.

Additional Metadata
Keywords enjoyment, interactivity, interpassivity, neurosis, perversion, video games
Persistent URL dx.doi.org/10.1057/pcs.2016.8
Journal Psychoanalysis, Culture and Society
Citation
Thorne, S. (Sarah). (2017). Perverse and interpassive gaming: Enjoyment and play in gamespaces. Psychoanalysis, Culture and Society, 22(1), 106–113. doi:10.1057/pcs.2016.8