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“Not everything that is faced can be changed,
but nothing can be changed until it is faced.”

 ― James Baldwin

More on Video Games
and Mental Health

It is our belief that those of us who are creators in the arts have a responsibility to actively respond to this cultural moment, by addressing mental health within the fabric of our work. It is time that we stop siloing these issues of public health and well-being and instead begin to treat them as part of the existing push for inclusivity, diversity and accessibility within media. As creators of interactive media, as makers of video games that have the potential to reach a mass audience worldwide, we must aspire to change our world by offering better heroes, better narratives and a new sense of what it means to journey through this world and come out victorious.

According to the 2021 global meta-analysis published by the Journal of the American Medical Association, “the pooled prevalence estimates of clinically elevated child and adolescent depression and anxiety were 25.2% and 20.5% respectively.” Furthermore: “The prevalence of depression and anxiety symptoms during COVID-19 have doubled, compared with pre-pandemic estimates. However, according to the CDC, only about 20% of children with mental, emotional, or behavioral disorders receive care from a specialized mental health provider. During August 2020–February 2021, the percentage of adults with recent symptoms of an anxiety or depressive disorder increased from 36.4% to 41.5%, and the percentage of those reporting an unmet mental healthcare need increased from 9.2% to 11.7%. Mental Health America reports that more than half of adults with mental illness in the U.S. do not receive mental healthcare treatment, totaling over 27 million adults in the U.S. going untreated.

Inside the Adolescent Mental Health Crisis

New York Times

“Given the scale of the mental health crisis, and the hundreds of millions of people already playing video games, gaming could be the next game changer for mental health.”

Here’s how the pandemic-fueled surge in gaming is reshaping our understanding of its effects on mental health

New York Times

“[C]ommercial video games show great promise as inexpensive, readily accessible, internationally available, effective, and stigma-free resources for the mitigation of some mental health issues in the absence of, or in addition to, traditional therapeutic treatments.”

Gaming Your Mental Health: A Narrative Review on Mitigating Symptoms of Depression and Anxiety Using Commercial Video Games

JMIR PUBLICATIONS

Everyone Is Not OK, but Back at Work Anyway

New York Times

Video Games Could Hold Untapped Potential in Treatment of Mental Illness

VERYWELL MIND

“Michael Phelps told me that by speaking up I may have saved a life. If that’s true, then it was all worth it.”

Naomi Osaka: ‘It’s O.K. Not to Be O.K.’

TIME MAGAZINE

It’s not just you

New York Times

Forget Weed, Wine and Xanax: Science Has Better Ways to Treat Anxiety

NEWSWEEK

In the news: public figures are becoming more open about their mental health struggles. A positive social signal of acknowledgement and acceptance.

Fetterman’s Disclosure of Depression Signals New Openness on Mental Health

NEW YORK TIMES