The UK’s non-profit Mental Health Foundation wants to see toxic behaviour stifled, representation strengthened and breaks designed into games.
Mental Health Foundation, shortened to Mental Health Foundation onwards, has published five points it wants to see change following the conclusion of a research project. The Mental Health Foundation decided to do it in part by following the habits of two dozen players over weeks. They were asked to record their video game activity and mental health daily.
The five points asked for were: tackle harmful behaviours and toxic communities; tackle discrimination by ensuring that there is meaningful inclusion and representation in the design of games and the industry; embed mental health content in games; raise awareness of mental wellbeing in the gaming community more broadly; help players play more intentionally via design features.
Although the Mental Health Foundation study concluded that gamers’ mental health was positively affected by games, the logging and self-reflection required to do it highlighted that video games and mental health impact each other, sometimes in negative ways. In addition to bullying, gamers may struggle with feelings of shame (e.g. because games have become a hobby or because they cannot be themselves online for fear of being bullied). Another concern was that they might not have been able to manage their time for gaming, which could impact their other responsibilities (housework, work, life, learning). There was also the possibility that they might have missed out on personal socialisation around video games.
“Observing our habits is the first important step ahead of being able to make any positive changes. The industry could support more self-awareness and ‘intentional’ gaming via in-game design (features or content) and/or communications via other channels. The games industry has a huge role in reaching people who need to protect their mental health. The industry has enormous potential to act as a source for good in helping to promote mental wellbeing. Our study shows that players are expecting the games industry to take action on this. Players are asking you to do more: not because you have to, but because you have the opportunity and power to make a positive difference to their lives,” Mental Health Foundation head of research Catherine Seymour said.
The intentional design can include mechanisms to give players greater awareness and autonomy over, for example, the length of time they play. It could also be about methods that encourage players to relax and not go into “autopilot mode” because they’ve been playing so much that they’re not paying attention…
There’s something reasonable in it.
Source: Gamesindustry
Leave a Reply