Video Games, Moral Panic, and Scapegoats Through the Years
As a society, we often seek to find an explanation for things that are new or that we don’t understand. This explanation often, and unfortunately, takes the form of a…
As a society, we often seek to find an explanation for things that are new or that we don’t understand. This explanation often, and unfortunately, takes the form of a…
Batman and Robin, the most dynamic of duos, have battled the villainous forces of Gotham City side by side since 1940. Unfortunately spending long, arduous hours together in the pursuit…
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…
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…
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…
Games addressing mental health are a growing part of the marketplace, and a growing topic of research. Take This’ Eve Crevoshay and Dr. B discuss what’s exciting and interesting about…