The consequences of video games are the subject of a real debate. Using the example of ADD/ADHD, this article tries to illustrate these two patterns of behaviours, excessive use and positive use of video games in the light of two exploratory studies conducted in ADD/ADHD and control children, one investigating video games use based on questionnaires, and the other based on observation of the
... [Show full abstract] video game performances of these children. Pathological video game use could constitute a riskfactor for the subsequent development of other addictive behaviours. Nevertheless, in a playful and motivating context, ADD/ADHD children are able to mobilize their attentional capacities and achieve equivalent performances to those of control subjects ADHD children manage to mobilize their attentional abilities and get equivalent performance with control subjects.