ObjectivesThis article aims to explore the issues that underlie the excessive use of video games in adolescence. Conquest video games include the ability to change, grow and (transform) as if the teenager were using the game as a double, as a glove that would turn around: the teenager takes the image for his mirror in investing the image and making it live. It is only when he is lost in this tense mirror by mirroring himself as Narcissus in front of his reflection that the risk of a confusion exists: the cleavage between the internal and external worlds is exerted by the rejection of the constraints of the external world, leading to withdrawal, loss of temporality, depression and other potential disorders. Patients and methodFrom a psychoanalytic perspective, we chose a clinical study to account for a particular fate of overuse of video games and the gradual transformation of this addiction. The clinical situation is presented in a non-exhaustive way but by highlighting the central periods in the practice of video games and the evolution of the young person in his object investments as well as in the transfero-counter-transferential link. ResultsThe clinical case presented leads to think that the image was the holding-place of auxiliary psychic space, the time to discover the pleasure and the conflictuality of the sexual and sentimental “addiction”, the time to rediscover the object of his passion. Anguish of abandonment and dependence on the object are now represented, enacted in living bonds; he does not feel anymore, except in the case of short depressive episodes, the desire to fall back on a world of images. ConclusionsPlaying with images is about creating a space for mastering internal objects, using a medium. By analogy, we can compare the daydream to a game with images, like the video game to a form of daydream: in both cases, it is question of exploration of potential worlds with the help of object representation, in a psychic space with vast potentialities. In this time of transition, the illusion space maintains the fantasy that everything remains possible. The sense of control that the use of the game allows feeds an omnipotent illusion still necessary; this space of illusion recalls the journey of the infant faced with the tension between the hallucinatory way of satisfaction and taking into account the reality principle.