The game industry has never quite experienced the cultural embrace and recognition of video games as a social good as we are now, and it has never been more apparent to all of us, as we weather the wide range of effects of quarantine and isolation, that mental health has a major impact on every aspect of our lives.
Take This has always existed as a resource for the game industry, offering culturally-nuanced articles, support, and services to the community. Today I’m excited to announce the availability of new trainings that take advantage of our research and scientific expertise. Are you wondering how to implement research on player behavior and motivation in your games? Do you want to create positive opportunities for social development and interaction? Are you worried about your game design’s potential for encouraging toxic behavior? Would you like to include educational or skill-building aspects in your game? Our new trainings address all of these and more!
These new offerings add to our already robust training portfolio focused on mental health literacy, maintaining good boundaries, and supporting employees through tough times.
Video Game Effects: What do games really do? aims to provide participants with a better understanding of digital games’ influence on players. This training is particularly well-suited for HR professionals who want to understand the societal context that may be creating pressure and stress on employees within the gaming industry, and marketing personnel, community moderators, and managers interfacing with the press and public. This training is suitable for individuals at any level and across departments. No prior knowledge of psychology or media studies is required.
Optimizing Game Design for Psychological Impact provides a deep-dive into how industry professionals can optimize the conditions for change. Drawing on work from psychology, sociology, and media studies, this course is specifically designed for game makers (developers, designers) to gain a better understanding of how to optimize their games for emotional impact, learning, and cognitive change.