Show me your games, I’ll tell you who you are | Niels Weber | TEDxEcublens
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0:20 - 0:23As you heard, I'm a psychotherapist.
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0:23 - 0:29I work with children, teenagers
and adults who have issues -
0:29 - 0:35with screens, social media
video games and television management. -
0:37 - 0:39Most of the time, I consult with families
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0:39 - 0:44who are suffering
from poor communication, -
0:44 - 0:47emotional breakdown, or tensions.
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0:48 - 0:51Those family members
are trying to reconnect, -
0:51 - 0:54are hoping to reconnect
with each other. -
0:54 - 0:56Tonight, I would like to explain
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0:56 - 1:00how it's useful
to talk about video games, -
1:00 - 1:04and how we should help
young ones deal with video games. -
1:06 - 1:08Most of the time, parents are annoyed
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1:08 - 1:13that they can not communicate
well with their children anymore. -
1:13 - 1:17After chatting with the teenagers,
they usually admit -
1:17 - 1:21that they also want to spent
some time with their parents, -
1:21 - 1:24not too much - you know,
they are still teenagers - -
1:24 - 1:28but at least enough
to have good times together. -
1:29 - 1:31The problem is
-
1:31 - 1:36if you try to explain a video game
to someone who doesn't play it, -
1:36 - 1:39it could be very ... confusing.
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1:51 - 1:55In my clinical practice
and school interventions, -
1:55 - 2:00I've observed that playing video games
has definitely become the norm. -
2:00 - 2:03However, young people
have little opportunity -
2:03 - 2:09to talk about what they really actually do
on their screens, in this "other world". -
2:11 - 2:15It has become an educational
challenge for parents -
2:15 - 2:20to join in with their children
as they dive into the digital world. -
2:20 - 2:25Yet the parents' guidance
is crucial nowadays -
2:25 - 2:29because our youngsters have to learn
how to manage their habits -
2:29 - 2:31in preparation for adulthood.
-
2:33 - 2:36But why spend so much time on a game?
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2:36 - 2:39I'm not talking about addiction.
-
2:39 - 2:44Merely the compulsive need
to play video games is, in my opinion, -
2:44 - 2:47more of a symptom
rather than a pathology. -
2:48 - 2:52The excessive investment in video
games means something to me. -
2:52 - 2:57It's like a call to understand
and to discover -
2:57 - 2:59what problem hides beneath.
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3:01 - 3:03These cases are often linked
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3:03 - 3:08to unhealthy self-esteem,
to lack of attention, -
3:08 - 3:12and sometimes to early
hints of depression. -
3:14 - 3:18This is Aidan, a fifteen-year-old boy.
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3:19 - 3:23But this is also Aidan.
-
3:24 - 3:28He consults me in my practice
accompanied by his parents -
3:28 - 3:30because they complain
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3:30 - 3:34that the boy spend to much time
playing the video game "Fortnite". -
3:35 - 3:37From his perspective,
-
3:37 - 3:40Aidan does not believe
that Fortnite is an obstacle. -
3:40 - 3:44He just wants his parents to let him be,
-
3:45 - 3:48and he also thinks
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3:48 - 3:53that talking about Fortnite with
his parents is impossible or even risky. -
3:55 - 3:58The truth is, in Aidan's mind,
-
3:58 - 4:03each time the subject of "Fortnite"
is brought at the dinner table, -
4:03 - 4:06it is in the middle of a quarrel:
-
4:06 - 4:09"You have to study!"
"It's time to go to bed!" -
4:09 - 4:12"I've told you already four times!"
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4:12 - 4:15and moreover, "Your game is stupid!"
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4:15 - 4:16(Laughter)
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4:16 - 4:19Unfortunately,
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4:19 - 4:24Aidan has trouble getting
a feeling of self-worth at school. -
4:25 - 4:29But in Fortnite, he is pretty good.
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4:29 - 4:31And he loves to spend time in the game
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4:31 - 4:36where he meets his friends
who admire him for his gaming skills. -
4:37 - 4:39As a result,
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4:39 - 4:43Aidan develops the tendency
to play more than he should. -
4:43 - 4:47Aidan's biggest problem
is then, feeling misunderstood. -
4:49 - 4:51So here I am.
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4:51 - 4:52As a psychotherapist,
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4:53 - 4:55I have to listen to what
the parents have to say, -
4:55 - 5:00but I also have to listen
to what Aidan is trying to tell us. -
5:02 - 5:05Of course, Aidan's parents are right
to worry about school and limits. -
5:06 - 5:07That is normal.
-
5:07 - 5:11But what would happen
if Aidan could express -
5:11 - 5:14about what he feels
when he plays Fortnite, -
5:14 - 5:17and about his accomplishments?
-
5:17 - 5:20And what if he didn't feel anxious
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5:20 - 5:24about telling why he loves
to play the game? -
5:26 - 5:31Aidan starts a game
where he meets three of his friends, -
5:31 - 5:36and together they will try
to defeat the ninety-six other players -
5:36 - 5:39by creating strategies,
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5:39 - 5:41communicating with each other,
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5:41 - 5:45by working together,
and ... yes, occasionally, -
5:45 - 5:47by shooting at anything that moves.
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5:47 - 5:49(Laughter)
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5:50 - 5:54Aidan, who has difficulty to feel valued,
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5:54 - 5:59has invested his time and efforts
in a discipline in which he is competent, -
5:59 - 6:05but in which he also receives
criticism from his parents. -
6:09 - 6:11In this sense,
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6:11 - 6:14video game is not
an enemy to fight against. -
6:15 - 6:17It's rather a resource for us, adults,
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6:17 - 6:21to understand what Aidan
is really seeking. -
6:23 - 6:25If Aidan broke a leg,
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6:25 - 6:27a cast would be applied
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6:27 - 6:31and we would teach him
to walk with crutches. -
6:31 - 6:36A rehabilitation would help him
to progressively give up the crutches. -
6:36 - 6:42Sometimes, a video game
can take the role of crutches. -
6:42 - 6:46It is then essential that
we understand how it works, -
6:46 - 6:50so that we can help the player
progressively reduce it. -
6:51 - 6:54Indeed a gamer, no matter the age,
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6:55 - 7:00experiences a diverse range
of emotions in front of the screen. -
7:01 - 7:04But taken by the euphoria of the game,
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7:04 - 7:09they are not always
aware of those emotions. -
7:10 - 7:13On the other hand, parents will worry
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7:13 - 7:17if they see his child
reacting aggressively. -
7:18 - 7:20It is then delusive to think
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7:20 - 7:26that children or teenagers know
by their own instinct how to self-manage. -
7:26 - 7:31This is a lesson that we,
adults, must help with. -
7:36 - 7:41I would like to know how many among you
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7:41 - 7:45play video games on consoles,
PC, smartphones, whatever? -
7:47 - 7:49Okay. Alright!
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7:49 - 7:50Thank you.
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7:50 - 7:53So, practically everybody plays.
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7:53 - 7:58So the more we open up
the possibility of discussing video games, -
7:58 - 8:03the more the concerned player
can break away from his habits -
8:03 - 8:07and put into words
what he feels and lives. -
8:07 - 8:12This is a known approach for the
treatment of traumatic shock for example. -
8:12 - 8:15The more you can narrate
what happened to you, -
8:15 - 8:18the less you are focussed to go back in.
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8:18 - 8:21You can then take a step back.
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8:24 - 8:28Do you know that spectators
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8:28 - 8:32and a player
who holds the game pad -
8:32 - 8:34do not have the same experience?
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8:35 - 8:41Players will focus their attention on the
information they need at a timely moment, -
8:42 - 8:47while spectators, overwhelmed
by confusing information, -
8:48 - 8:51will focus their attention
on something they already know, -
8:51 - 8:56and that often matches
with the violent part of a game. -
8:57 - 9:01So players and spectators
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9:01 - 9:04are not on the same
level of communication. -
9:06 - 9:09Both of them are right,
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9:09 - 9:13but both of them are not
talking about the same thing. -
9:13 - 9:18By creating narrative spaces,
we can create bridges, -
9:18 - 9:23and spectators and players
can finally find a way to communicate. -
9:25 - 9:30Of course, there are also
traps involved in video games. -
9:32 - 9:37After all, video games are still
a profitable lucrative industry. -
9:38 - 9:43But we can equip our youth
to identify these traps -
9:43 - 9:47and prepare them to become
responsible adult users. -
9:49 - 9:54We talked a lot about the young generation
because we're very concerned for them. -
9:55 - 10:00But if childhood and teen age
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10:01 - 10:04are turning points in life,
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10:04 - 10:07it can be very scary or confusing.
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10:07 - 10:11If video games offer a safe spot,
or kind of save spot -
10:11 - 10:15where young ones feel
that they are mastering something, -
10:15 - 10:19we have to understand
what they are mastering -
10:19 - 10:23and how we can propose
complementary activities -
10:23 - 10:26calling for that same mastering feeling.
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10:27 - 10:30So if we talk a lot
about the young generation, -
10:30 - 10:32we must not lose sight
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10:32 - 10:38that the same questions,
the same difficulties about video games -
10:38 - 10:40can also affect adults.
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10:40 - 10:45Consequently, it is of utmost importance
that we work with our youth -
10:45 - 10:50to prepare them for the
challenges to come in their future. -
10:50 - 10:54This preparation, this coaching
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10:54 - 10:57needs the set-up of rules, of frameworks,
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10:57 - 11:00and above all respect.
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11:00 - 11:05But let's not forget
the emotional dimension. -
11:05 - 11:08Let the parents explain to Aidan
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11:08 - 11:13why he should sleep at night
rather than during the day. -
11:14 - 11:19But during the day, let them allow
Aidan to express what he feels -
11:20 - 11:24in order to help him feel
recognized for who he is. -
11:26 - 11:27Here is Aidan.
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11:27 - 11:30He is now 17 years old.
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11:30 - 11:33And by learning
how to talk about his games, -
11:33 - 11:38he could express that he really
likes to be part of a team. -
11:38 - 11:42His father took some time
to watch him play -
11:42 - 11:46and to understand how the game works.
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11:47 - 11:52He noticed that Aidan does not play
all that well when he is stressed. -
11:53 - 11:57So he tells Aidan how martial arts
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11:57 - 12:02helped him keep focus
when he was Aidan's age. -
12:02 - 12:05So now, on the family fridge,
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12:05 - 12:12are pinned Aidan's high scores
just beside his school report. -
12:14 - 12:16In conclusion,
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12:17 - 12:23restoring faith and emotional bond
has to start with emotional moments. -
12:23 - 12:27Those will lead to a better self respect.
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12:28 - 12:31The more we open up
room for our youth -
12:31 - 12:35to express what they feel
and live in front of the screen, -
12:35 - 12:40the more we help them
not only to learn how to self-manage -
12:40 - 12:44but also to know themselves
and their emotions. -
12:45 - 12:49The more we show interest
in what interests them, -
12:49 - 12:54the more we make them feel
that they're interesting and valued. -
12:55 - 12:57By giving this recognition,
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12:57 - 13:01we drive away
the risk of excessive gaming. -
13:01 - 13:05Tonight, in my example,
I used video games, -
13:05 - 13:09but it could be anything else
such as social media. -
13:10 - 13:15Tell me about your games,
tell me who you are! -
13:15 - 13:16Thank you.
-
13:16 - 13:19(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
- Video Language:
- English
- Team:
- closed TED
- Project:
- TEDxTalks
- Duration:
- 13:32
TED Translators admin edited English subtitles for Show me your games, I’ll tell you who you are | Niels Weber | TEDxEcublens | ||
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Hélène Vernet edited English subtitles for Show me your games, I’ll tell you who you are | Niels Weber | TEDxEcublens | ||
Hélène Vernet edited English subtitles for Show me your games, I’ll tell you who you are | Niels Weber | TEDxEcublens | ||
Niels Weber edited English subtitles for Show me your games, I’ll tell you who you are | Niels Weber | TEDxEcublens |