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Show me your games, I’ll tell you who you are | Niels Weber | TEDxEcublens

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    As you heard, I'm a psychotherapist.
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    I work with children, teenagers
    and adults who have issues
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    with screens, social media
    video games and television management.
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    Most of the time, I consult with families
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    who are suffering
    from poor communication,
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    emotional breakdown, or tensions.
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    Those family members
    are trying to reconnect,
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    are hoping to reconnect
    with each other.
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    Tonight, I would like to explain
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    how it's useful
    to talk about video games,
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    and how we should help
    young ones deal with video games.
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    Most of the time, parents are annoyed
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    that they can not communicate
    well with their children anymore.
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    After chatting with the teenagers,
    they usually admit
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    that they also want to spent
    some time with their parents,
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    not too much - you know,
    they are still teenagers -
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    but at least enough
    to have good times together.
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    The problem is
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    if you try to explain a video game
    to someone who doesn't play it,
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    it could be very ... confusing.
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    In my clinical practice
    and school interventions,
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    I've observed that playing video games
    has definitely become the norm.
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    However, young people
    have little opportunity
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    to talk about what they really actually do
    on their screens, in this "other world".
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    It has become an educational
    challenge for parents
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    to join in with their children
    as they dive into the digital world.
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    Yet the parents' guidance
    is crucial nowadays
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    because our youngsters have to learn
    how to manage their habits
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    in preparation for adulthood.
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    But why spend so much time on a game?
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    I'm not talking about addiction.
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    Merely the compulsive need
    to play video games is, in my opinion,
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    more of a symptom
    rather than a pathology.
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    The excessive investment in video
    games means something to me.
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    It's like a call to understand
    and to discover
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    what problem hides beneath.
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    These cases are often linked
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    to unhealthy self-esteem,
    to lack of attention,
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    and sometimes to early
    hints of depression.
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    This is Aidan, a fifteen-year-old boy.
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    But this is also Aidan.
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    He consults me in my practice
    accompanied by his parents
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    because they complain
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    that the boy spend to much time
    playing the video game "Fortnite".
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    From his perspective,
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    Aidan does not believe
    that Fortnite is an obstacle.
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    He just wants his parents to let him be,
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    and he also thinks
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    that talking about Fortnite with
    his parents is impossible or even risky.
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    The truth is, in Aidan's mind,
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    each time the subject of "Fortnite"
    is brought at the dinner table,
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    it is in the middle of a quarrel:
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    "You have to study!"
    "It's time to go to bed!"
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    "I've told you already four times!"
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    and moreover, "Your game is stupid!"
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    (Laughter)
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    Unfortunately,
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    Aidan has trouble getting
    a feeling of self-worth at school.
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    But in Fortnite, he is pretty good.
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    And he loves to spend time in the game
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    where he meets his friends
    who admire him for his gaming skills.
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    As a result,
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    Aidan develops the tendency
    to play more than he should.
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    Aidan's biggest problem
    is then, feeling misunderstood.
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    So here I am.
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    As a psychotherapist,
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    I have to listen to what
    the parents have to say,
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    but I also have to listen
    to what Aidan is trying to tell us.
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    Of course, Aidan's parents are right
    to worry about school and limits.
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    That is normal.
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    But what would happen
    if Aidan could express
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    about what he feels
    when he plays Fortnite,
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    and about his accomplishments?
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    And what if he didn't feel anxious
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    about telling why he loves
    to play the game?
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    Aidan starts a game
    where he meets three of his friends,
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    and together they will try
    to defeat the ninety-six other players
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    by creating strategies,
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    communicating with each other,
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    by working together,
    and ... yes, occasionally,
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    by shooting at anything that moves.
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    (Laughter)
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    Aidan, who has difficulty to feel valued,
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    has invested his time and efforts
    in a discipline in which he is competent,
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    but in which he also receives
    criticism from his parents.
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    In this sense,
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    video game is not
    an enemy to fight against.
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    It's rather a resource for us, adults,
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    to understand what Aidan
    is really seeking.
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    If Aidan broke a leg,
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    a cast would be applied
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    and we would teach him
    to walk with crutches.
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    A rehabilitation would help him
    to progressively give up the crutches.
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    Sometimes, a video game
    can take the role of crutches.
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    It is then essential that
    we understand how it works,
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    so that we can help the player
    progressively reduce it.
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    Indeed a gamer, no matter the age,
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    experiences a diverse range
    of emotions in front of the screen.
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    But taken by the euphoria of the game,
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    they are not always
    aware of those emotions.
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    On the other hand, parents will worry
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    if they see his child
    reacting aggressively.
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    It is then delusive to think
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    that children or teenagers know
    by their own instinct how to self-manage.
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    This is a lesson that we,
    adults, must help with.
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    I would like to know how many among you
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    play video games on consoles,
    PC, smartphones, whatever?
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    Okay. Alright!
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    Thank you.
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    So, practically everybody plays.
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    So the more we open up
    the possibility of discussing video games,
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    the more the concerned player
    can break away from his habits
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    and put into words
    what he feels and lives.
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    This is a known approach for the
    treatment of traumatic shock for example.
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    The more you can narrate
    what happened to you,
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    the less you are focussed to go back in.
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    You can then take a step back.
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    Do you know that spectators
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    and a player
    who holds the game pad
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    do not have the same experience?
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    Players will focus their attention on the
    information they need at a timely moment,
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    while spectators, overwhelmed
    by confusing information,
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    will focus their attention
    on something they already know,
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    and that often matches
    with the violent part of a game.
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    So players and spectators
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    are not on the same
    level of communication.
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    Both of them are right,
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    but both of them are not
    talking about the same thing.
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    By creating narrative spaces,
    we can create bridges,
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    and spectators and players
    can finally find a way to communicate.
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    Of course, there are also
    traps involved in video games.
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    After all, video games are still
    a profitable lucrative industry.
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    But we can equip our youth
    to identify these traps
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    and prepare them to become
    responsible adult users.
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    We talked a lot about the young generation
    because we're very concerned for them.
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    But if childhood and teen age
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    are turning points in life,
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    it can be very scary or confusing.
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    If video games offer a safe spot,
    or kind of save spot
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    where young ones feel
    that they are mastering something,
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    we have to understand
    what they are mastering
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    and how we can propose
    complementary activities
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    calling for that same mastering feeling.
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    So if we talk a lot
    about the young generation,
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    we must not lose sight
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    that the same questions,
    the same difficulties about video games
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    can also affect adults.
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    Consequently, it is of utmost importance
    that we work with our youth
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    to prepare them for the
    challenges to come in their future.
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    This preparation, this coaching
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    needs the set-up of rules, of frameworks,
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    and above all respect.
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    But let's not forget
    the emotional dimension.
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    Let the parents explain to Aidan
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    why he should sleep at night
    rather than during the day.
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    But during the day, let them allow
    Aidan to express what he feels
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    in order to help him feel
    recognized for who he is.
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    Here is Aidan.
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    He is now 17 years old.
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    And by learning
    how to talk about his games,
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    he could express that he really
    likes to be part of a team.
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    His father took some time
    to watch him play
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    and to understand how the game works.
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    He noticed that Aidan does not play
    all that well when he is stressed.
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    So he tells Aidan how martial arts
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    helped him keep focus
    when he was Aidan's age.
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    So now, on the family fridge,
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    are pinned Aidan's high scores
    just beside his school report.
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    In conclusion,
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    restoring faith and emotional bond
    has to start with emotional moments.
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    Those will lead to a better self respect.
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    The more we open up
    room for our youth
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    to express what they feel
    and live in front of the screen,
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    the more we help them
    not only to learn how to self-manage
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    but also to know themselves
    and their emotions.
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    The more we show interest
    in what interests them,
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    the more we make them feel
    that they're interesting and valued.
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    By giving this recognition,
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    we drive away
    the risk of excessive gaming.
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    Tonight, in my example,
    I used video games,
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    but it could be anything else
    such as social media.
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    Tell me about your games,
    tell me who you are!
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    Thank you.
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    (Applause)
Title:
Show me your games, I’ll tell you who you are | Niels Weber | TEDxEcublens
Description:

Most parents know the struggle of getting their kids away from the abusive use of their phones, laptops or consoles, and most teenagers have heard their parents say a version of “Why are you playing games instead of studying for your exams ?” In this thought-provoking talk, psychotherapist and gamer Niels Weber redefines the role of the screens in a young person’s life, and explain how intelligent communications can make video games and family expectations coexist beyond conflicts.

This talk was given at a TEDx event using the TED conference format but independently organized by a local community. Learn more at http://ted.com/tedx

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Video Language:
English
Team:
closed TED
Project:
TEDxTalks
Duration:
13:32

English subtitles

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