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Building Resilient Communities: Resources for Community, Industry, and Policy Makers

By  Elizabeth Kilmer, PhD, and Rachel Kowert, PhD · May 3rd, 2024 · Expert Content, Research, Video Games

Online gaming spaces should be safe, engaging places where gamers can build communities and thrive. Cultivating such online spaces requires partnership between communities, industry, and policy makers. To support this collaboration, Take This has developed single-page recommendations, for each group, as well as collated helpful resources on topics of hate, harassment, and community resilience in games.

Click the buttons to access the recommendations, and check out the links to additional resources below:

Game Industry Professionals
Parents and Community Members
Policy Stakeholders

Additional Parent and Community Member Resources

  • Video Games as Part of a Balanced Healthy Lifestyle
  • Stay Well, Play Well
  • Power Up Pact
  • Parent and Caregiver Guide to Online Youth Radicalization
  • Games Hotline Digital Safety Guide
  • Connecting with Your Child Through Video Games
  • When Parents and Children Play Video Games Together

Additional Game Industry Resources

  • Empowering The Gaming Industry: Strategies for Addressing Hate, Harassment, and Extremism in Online Communities
  • Disruption and Harms in Gaming Framework
  • Call of Duty Voice Moderation Findings 
  • Extremism Online: Meaningful Transparency for the Gaming Industry
  • Social Systems Design, Implementation, and Impacts in ‘Overwatch’
  • Online Harassment Field Manual

Additional Policy Stakeholder Resources

  • Video Games and Moral Panic
  • Radicalization in Games: A Primer
  • The Online Gaming Ecosystem: Assessing Digital Socialisation, Extremism Risks and Harms Mitigation Efforts

This resource was created by Take This, the leading mental health advocacy organization in games. This work is made possible by a grant from the Department of Homeland Security (DHS # EMW-2022-GR-00036).


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Take This is a mental health nonprofit decreasing stigma and increasing support for mental health in games.

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