This article aims to focus on how the occasional use of videogames in psychoanalytic sessions with adolescents can be useful to share the adolescent experience during sessions. The distinctive characters of the analytic relationship with adolescents are underlined, and, specifically, the need to share the analytic experience – training ground for life – with adolescents using an approach less “interpretative” and more based on curiosity and listening. The meaning of the term “experience” for an adolescent and within the analytic relationship is clarified. Videogames, which nowadays are an instrument widely used by young generations, can have a dystonic function entailing the risk of addiction and
confusion, but also a syntonic one, and can even become one of the means for analytic exchange and communication.