RT Article T1 Socialization of teenagers playing The Sims: the paradoxical use of video games to re-enchant life JF Online - Heidelberg journal of religions on the internet VO 5 SP 279 OP 300 A1 Lorentz, Pascaline LA English PB Heidelberg University Publishing YR 2014 UL https://www.ixtheo.de/Record/1472130618 AB In order to scrutinize what video games can bring more into individuals’ life; a doctoral research had been undertaken on the teenage audience of The Sims, a game simulating life. Combining quantitative and qualitative methods drove to design what I called the journey of self-discovery of the gamer and development of the video-ludological socialization concept (Lorentz, 2013).Adopting an overall angle, this paper apprehends video games as the manifestation of the re-enchantment of the world. To begin with the recall of the rationalization process presented by Max Weber (2001/1905), whose explained the recoil of religious institutions in our societies at his time by saying that science had replaced religion for explaining life and the world, called the disenchantment. To a certain extend I claim here that video games are the perfect product of this rationalization movement (Caillois, 1967/1958). Paradoxically, video games allow their enthusiasts to live fantastic lives and dreamed situations. Individuals find eventually a way to believe again in the so-called impossible and therefore re-enchant their rationalized world. K1 Re-enchantment K1 Religious Institutions K1 Socialization K1 The Sims K1 Video Gaming DO 10.11588/rel.2014.0.12172