GAMES

Games students will contribute to the project by working in studios to create and develop games which reflect, respond and promote aspects of mental health. This project is also delivered in partnership with Safe in Our World and incorporates their longer competition to create a game based around mental health.

PROJECT OVERVIEW

Mind Matters - Introduction Students

GAMES BRIEF

Mind Matters Games Brief

GAMES PROJECT GUIDE

Mind Matters Project Guide - GAMES

FUNDRAISING GUIDE

1. RAISING MONEY FOR CHARITY

One of the key aims of this year’s Charity project is to raise money for the charity. Fundraising develops really useful skills which will help prepare students for work. It also supports the work of the charity in helping young people with their mental health. Each campus will set a fundraising target and the challenge will be to meet that by the project end.

 

2. ORGANISATION

It is recommended that each campus creates a Fundraising Team consisting of student volunteers with oversight from 1-2 designated members of staff. This team should be created ahead of the project, so ideally during May. This team will be responsible for setting the fundraising target,  promoting the fundraising side of the project in the campus and managing and tracking fundraising activities. They will also report on the total raised. 

 

3. IMPLEMENTATION

Each team will create an online donation page on Just Giving before the start of the project to share with students, staff, parents and friends.


Make sure this is a Charity Page and then select YoungMinds from the drop down list. YoungMinds will then get in contact with all creators of these Just Giving Pages.


All money raised through it will come directly to YoungMinds, safely and securely. Include photos and information about why you are taking on this fundraising challenge for YoungMinds, and regularly share updates to keep your supporters up to date with how you are getting on.

 

If you are running a physical event, then YoungMinds can supply you with sealed buckets to collect cash on the day. You can also print off donation forms if required.


Please use social media to publicise your work by tagging @youngminds and they will like and respond to your posts to increase your reach and impact.

 

 4. RESOURCES

EVENT GUIDE

1. AIM

The aim of the end-of-project event is to raise awareness of mental health in others and to raise money for YoungMinds and/or Safe in Our World.

 

2. CONTENT

The event/activity should be designed to promote mental health. It must showcase multi-media works created by students around mental health. It may incorporate ambient environments which enhance mental health via relaxing and meditative experiences.  It may involve participation from local mental health and wellbeing charities and organisations.

 

3. FORMAT

The event should be open to the public or to invited people. It can be a physical event using in-campus rooms and spaces, or it could be held at an external venue. Alternatively it could be an online event which is streamed or a showcase website which is launched on a set day. Budget can be made available to support this via the Careers Leader.

 

4. IMPLEMENTATION

The event should be managed by a dedicated Project Event Team. This should include Events/Esports students where these courses exist. They will organise the event logistics and the coordination of creative works to showcase at it. They will also liaise closely with the Project Fundraising Team on how to maximise fundraising potential.

 

5. TIMING

The event should be held in the final weeks of the project from Monday 1st July. It could be combined with the centre’s Awards Ceremony and end-of-year Showcase.


SUPPORTING CONTENT

Mental health in the games industry

This discussion delves into the complex issue of mental health in the gaming industry and provides valuable insights for both employers and employees. Eve Crevoshay, Executive Director at Take This explores the importance of self-care practices, work-life separation, and setting clear boundaries in the workplace. 

Take This - support for mental health in games

Take This's aim is to decrease the stigma, and increase the support for, mental health in the game enthusiast community and inside the game industry. Here Take This announce the release of their first-of-its-kind, mental health report on the state of the game industry. 

Mental health in the games industry

As part of the Best Places To Work Awards sessions, GamesIndustry.biz talks with Safe In Our World, Third Kind Games and Creative Assembly about best practices in looking after the mental health in the games sector.


How video games can improve mental health

Video games and mental health have a rough history, but experts and creators are exploring how games can help people deal with mental health issues.


Mental health and video games

Throughout lockdown more people have been spending time at home playing video games. Now researchers at Oxford University have found that playing video games - and the social connections contained - may actually be good for mental wellbeing.


Mental health in games design

We talk to Samantha Cook about designing Anamorphine, an upcoming surrealist adventure that aims to depict depression, trauma and other aspects of mental health.


Can video games save a life?

Johnny Chiodini explores the impact video games can have on mental health and wellbeing. He has been working in the games industry for the past seven years, during which time his work has earned several award nominations. More recently, he has turned his attention to covering mental health issues with specific reference to video games and their consumers. It is his hope to challenge some of the stigma surrounding mental health and help facilitate more open discussion. 

Video games and mental health - a deep dive

This video takes a deep dive into mental health and video games. Please note it deals with topics which some may not want to engage with.


Video games that help mental health

Hellblade is apparently an exploration of mental health, but it's far from the first. Johnny looks at some of the games that explore mental health issues such as depression and trauma. 


How games can better address mental health

Hellblade: Senua's Sacrifice offers some great examples of how to address mental illness respectfully in games, but this video found some other examples in media as well as recommendations by actual psychologists. 


Video games and mental health

Mental Health is something that mainstream media has been struggling to properly represent for the longest time, while things have been getting better on all fronts, leading the charge is video games. Games are a great escape, but they can also dig into complicated subject matter like mental illness and explore it in sensitive and effective ways.


10 video games that explore mental health

The personal, engaging nature of video games sometimes helps it become an elegant and emotive form of both communication and therapy for developers and players alike. They translate the intangible yet recognisable burdens of mental illness into heart-wrenching experiences via striking music, gorgeous visual art, and elegant storytelling. Here are 10 Amazing Video Games That Explore Mental Health. 


How to represent mental health in games

In this 2019 GDC session, Dr. Jennifer Hazel gives a detailed overview why the topic of mental illness is so important, and how to begin implementing realistic portrayals of mental illness in gaming. 


Mental health & creativity

Some studies have shown a higher incidence of mental disorders in those who are highly creative. Can creativity actually be linked to mental health issues?