Constructivism · Leisure
Video games and reading are often spoken of as mere pastimes. Peripheral activities meant to fill free time, to entertain or to allow a form of escape. This way of seeing them, however widespread, misses something essential. For some people, these experiences do far more than entertain: they play a deep part in structuring a way of perceiving the world, of relating to others and of understanding oneself.
With hindsight, it becomes clear that these two worlds — video games and books — can constitute genuine matrices of psychic and relational development. Not explicitly or didactically, but through gradual immersion in stories, systems of rules, symbolic worlds and human interactions. They are testing grounds for reality, spaces where invisible yet fundamental skills are built.
From very early on, these two worlds can coexist and feed each other.
Video games
An embodied experience: you act, you decide, you influence the course of events.
Reading
An inner immersion: you imagine, you interpret, you feel through words.
In narrative games, such as some of the great sagas of the Final Fantasy kind, the player is plunged into complex stories interweaving existential themes: sacrifice, destiny, memory, family ties, loss. These experiences are not merely observed; they are lived. The player accompanies the characters over time, forms attachments, passes through intense emotions. They become a witness, but also an actor.
Alongside this, reading gives access to a plurality of points of view. To read is to enter another person’s subjectivity. It is to try out different ways of thinking, of feeling, of interpreting the world. This capacity to inhabit varied perspectives is an essential foundation for developing a form of decentring that is indispensable in the relational professions.
These two modes — acting in a world and inhabiting a point of view — together contribute to a fundamental skill:
Understanding that reality is not given, but constructed.
Long before any theoretical training, these experiences can lead to a central intuition of systemic and constructivist approaches: reality is a construction. Every story, whether it comes from a book or a game, proposes a version of the world. Every character embodies a way of making sense of events. Exposed to this diversity of narratives, the subject gradually learns that what they perceive as “reality” is only one interpretation among others.
This realisation profoundly transforms our relationship to others. It opens onto a less judgemental stance, more curious, more attentive to the inner logic of behaviour. It makes it possible to move:
From a normative reading
“They’re wrong.”
To a systemic reading
“Within what system of meaning does this behaviour become coherent?”
Reading, in particular, is a powerful tool for this transformation. It allows us to slow down, to enter another person’s thinking, to understand motivations, contradictions, dilemmas. It develops a form of cognitive empathy that goes beyond simple emotional identification.
Video games add a specific dimension to this exploration: that of active engagement. Unlike reading, where the reader remains outside the action, the player is involved in the decisions. They take part in constructing the story. In narrative games, this involvement strengthens the attachment to the characters. The emotions experienced — sadness, joy, frustration — are not merely observed; they are co-produced by the player’s actions. This dimension fosters an embodied understanding of relational dynamics: loyalty, betrayal, sacrifice, cooperation.
But it is above all in social games that this dimension comes fully into its own. With the emergence of massively multiplayer games such as World of Warcraft, the gaming experience changes in nature. The game is no longer limited to interaction with a system; it becomes a space of human relationships. In these environments, players must cooperate, organise themselves, negotiate. They face challenges very close to those found in real groups: managing conflict, coordinating action, regulating emotions, articulating individual and collective motivations.
These spaces then become genuine social laboratories. They make it possible to observe group dynamics in real time: leadership, exclusion, alliances, rivalries. They offer concrete experience of the complexity of human interactions. This kind of experience can have lasting effects on the understanding of relational systems. It develops skills that can be drawn on directly in professional contexts, particularly in the helping professions.
The “Corrupted Blood incident”
An example often cited in the scientific literature concerns an event that took place in World of Warcraft, known as the “Corrupted Blood incident”. This episode was studied by epidemiology researchers seeking to understand human behaviour in the face of an epidemic. Some players behaved cautiously, others took risks, and some deliberately spread the disease. This situation offered an unexpected experimental model for observing complex social dynamics.
On the reading side, an important step can occur when attention shifts from content to form. As long as reading is centred on the story, it already allows immersion and an understanding of narratives. But when the reader discovers style, a new dimension opens up. This discovery transforms the relationship to texts. It leads to exploring authors as much for their writing as for their stories. It opens onto a finer sensitivity to nuances, rhythms, the unspoken.
His construction around family determinisms in the Rougon-Macquart opens the way into a systemic understanding of the ties between individuals and their environment.
Narrative power combines with a profound exploration of social and moral questions.
His work offers a deep dive into the complexity of time, memory and emotion.
These readings develop a capacity to perceive detail, to name subtle inner experiences. They enrich the emotional vocabulary, which is essential in professions where the task is to help people put words to what they are living through.
The capacity to name experiences is a major therapeutic lever. Putting words to an emotion, a sensation, a situation makes it shareable, thinkable, transformable.
Literature offers a reservoir of formulations, metaphors and descriptions that can be drawn on in clinical practice. It refines the understanding of lived experience and helps in accompanying people through a work of elaboration.
Seen this way, reading is not merely about accumulating knowledge, but about developing a sensitivity. A capacity to perceive and to translate the complexity of human experience.
Another point video games and reading have in common lies in the learning of patience. Committing to a long work, whether a narrative game or a novel, involves a temporality quite different from that of fast consumption. In a world marked by immediacy, this capacity becomes precious. It is an antidote to excessive simplification and to the flattening of complex phenomena.
With hindsight, it becomes clear that video games and reading can be regarded as informal schools of life. They do not transmit knowledge explicitly, but they shape fundamental skills.
Conclusion
To reduce video games and reading to mere entertainment is to underestimate their formative potential. These activities can be privileged spaces for exploring the world, other people and oneself. They offer rich, varied, often intense experiences that contribute to the construction of an outlook on reality. An outlook that is more nuanced, more open, more attentive to the many dimensions of human situations.
The question, then, deserves to be asked differently: no longer “what are these pastimes for?”, but “what have they shaped in us?”.
How to cite this article
Besse, J. (2026, May 2). When leisure becomes a school of relationship: video games, reading and the making of a systemic outlook. Complexe Systémique. https://app.complexe-systemique.com/en_GB/articles/when-leisure-becomes-a-school-of-relationship-video-games-reading-and-the-making-of-a-systemic-outlook
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