Video-games, psychodrama and imagination

  • Andrea Raquel Martins Corrêa
Keywords: Psychodrama, Video-game, Imagination, Social role, Virtual role


Children and adolescents, as well as many adults have become users of a controversial, yet still banalized form of entertainment: video-games. This article offers a reflection connecting psychodramatic concepts with the universe of imagination of video-games. Is it possible that these games can propitiate creativity, or are they simply mechanical and stimulate rigidity in the performance of social and imaginary roles? How can we understand the experience of children who, fascinated by the pleasure of simulating another virtual reality, end up every day creating characters and stories on their computer screens? Can we approach this language of communication in order to better understand its meaning for the players?


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How to Cite
Raquel Martins Corrêa, A. (2020). Video-games, psychodrama and imagination. Revista Brasileira De Psicodrama, 21(2), 93-103. Retrieved from
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