Being a Professional vs. Being an Advocate
How do content creators address mental health online? Thankfully, this is a question a growing number of content creators ask with increasing regularity. It shows remarkable concern and compassion for…
How do content creators address mental health online? Thankfully, this is a question a growing number of content creators ask with increasing regularity. It shows remarkable concern and compassion for…
This year the World Health Organization (WHO) controversially decided to include the diagnoses of gaming disorder and hazardous gaming in the upcoming eleventh version of the International Statistical Classification of…
Take This, IGDA, and IGDAF Statement on Recent Events Video game organizations seek to create safer, more inclusive environments SEATTLE, WA – September 4, 2019 — In this past week,…
Take This is proud to announce a partnership with The International Games Summit on Mental Health Illness and Awareness (TIGS.CA), whose inaugural event will be held October 9-10, 2019 at…
It’s almost time for PAX West and we’re getting ready for another great show! We’ll be bringing the AFK Room, our trained team of Psychomancers, the Hope Booth, and a few panels.…
People like simplicity. If we see something disturbing, we want it to have an easy-to-understand cause—especially if it’s something that hurts others. We like to be able to divide the…
Overwatch recently released its latest hero, Sigma, characterized as having “severe psychological damage” and as being “dangerous to himself and others” because of his fractured mind. When asked about Sigma’s…
State of the Industry 2019: Mental Health in the Game Industry In our latest white paper, we explore video game workers’ experiences and challenges in the game development industry, taking…