A dissociative break where the logic, rules, and perceptual framework of a video game become the operating model for reality. The individual may perceive life through a HUD (Heads-Up Display), believe they possess "save points" or extra lives, interpret social interactions as quest dialogues with binary choices, or view people as NPCs (Non-Player Characters) with limited utility. This is an extreme absorption of the gamified lens, often fueled by excessive immersion in immersive sims, VR, or augmented reality games, leading to a loss of the fundamental boundary between simulated and consensual reality.
Example: A person deep in a Elder Scrolls VR marathon begins to believe they can "quick save" before risky real-world actions. They attempt a dangerous stunt, genuinely believing they can reload. They start "level-grinding" by performing repetitive tasks to "increase stats," and talk to strangers using stilted, menu-based dialogue they think will unlock "quests." This is videogame psychosis: the architecture of the game has overwritten their understanding of physics, social interaction, and mortality.
by Dumu The Void January 27, 2026
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