@ARTICLE{10.21494/ISTE.OP.2024.1131, TITLE={Video games, artificial life and neurotechnologies in science fiction movies: a technomorphic imaginary}, AUTHOR={Thomas Michaud, }, JOURNAL={Technology and Innovation}, VOLUME={9}, NUMBER={Issue 2}, YEAR={2024}, URL={http://www.openscience.fr/Video-games-artificial-life-and-neurotechnologies-in-science}, DOI={10.21494/ISTE.OP.2024.1131}, ISSN={2399-8571}, ABSTRACT={This article analyzes the representations of future video games from three science fiction films, Free Guy, Ultimate Game and Striking Viper (Black Mirror series). If the first is a new example of representation of an artificial intelligence revolt, the other two show applications of neurotechnologies. The latter are the subject of research by companies like Neuralink and could be the foundation of post-metaverse communication networks. Telepathy and neuroconnection are technotypes addressed by science fiction and which could generate sectoral myths in the future by revolutionizing the video geme industry. These science fiction films constitute an imaginary serving as a basis for an ethical and prospective reflection guiding research and development in computer science and virtual reality. The Frankenstein complex suggests that these fictions could be limits to innovation. They are also sources of inspiration for capitalsm constantly seeking new marketable technologies. By arousing a phenomenon of catharsis, this technomorphic imaginary makes it possible to purge the process of innovation of its negative passions and to direct it towards the progress of humanity.}}