Mental Health in Gaming... A Clubhouse Conversation
Source: wccftech.com

Mental Health in Gaming... A Clubhouse Conversation

One of the joys of Clubhouse is the ability to create impactful moments instantaneously, which in delving into a topic like mental health does carry an element of risk. When I first approached the MTV Entertainment Group regarding their #MentalHealthAction initiative, we found that Connected Realm Entertainment and MTV shared a number of common objectives… engage, educate, and enthuse people to take action.  And while there will be a multitude of mental health initiatives driven by over 1,300 other partnering organizations in 32 countries over the next few days, we felt that the relationship between mental health and gaming in particular was one of the more misunderstood topics, and one we knew was important to be addressed.

In tackling the topic, we knew we had to do so in an informed and responsible way… and that we did. 

Since its inception last year, The Esports Club has amassed the largest Clubhouse membership supporting the esports & gaming industries, with the Esports 101 room assembling moderators each week from many facets of the esports community, all driven by the unifying goal of educating people new to, or curious about, the gaming world. We felt the nature of the room and its audience leant itself well to the topic.

Joined by MTV’s Jay Osterman and Erika Soto Lamb, and with the assistance of Sarah Hill of Healium, Christie St. Martin of Queens Gaming Collective (QGC), and Dr. Raffael Boccamazzo ("Dr. B") of Take This, we started our discussion with a basic and long-debated question:

Does gaming help or hurt mental health?

No alt text provided for this image

The answer is complex and far from clean-cut. Over the ensuing two and a half hours, our panel of moderators, special guests, and audience members shared anecdotes, references and perspectives. The personal experiences shared were powerful, and in typical Clubhouse fashion, special appearances enriched the stage. FaZe Clan’s CEO Lee Trink and entrepreneurs Jin Yu (aka WolfxLion) and Kim Dotcom were among the many to provide heartfelt insight on the topic and its relevance to themselves as well as their organizations.

In outlining QGC’s Mental Health Action Day program, Christie drew some key distinctions between internal and external factors influencing mental health for gamers, the importance of being a better ally, and maintaining awareness of the symptoms of burnout and the effects of microaggressions. Dr. B’s EVOO framework (Empathize, Validate, Offer and Options, not extra-virgin olive oil) provided an effective framework to discuss detection, support, and courses of action. And at a time when “self-awareness” and “self-medication” are often tied together, Sarah not only drew some clear distinctions, but introduced existing and emerging non-medical treatment alternatives such as digiceuticals.

We discussed studies tying mental well-being to physical nutrition and digital nutrition, and how gaming has not only changed, but in many cases saved people’s lives.

Throughout the evening, our panel referenced a multitude of resources available to learn more, and rather than have that knowledge lost as an afterthought from an unrecorded Clubhouse room, here are just some of the major ones discussed: 

We would like to thank the MTV Entertainment Group (and in particular, Erika and Jay for joining us) for their support of The Esports Club and our discussion of Mental Health in Gaming. To learn more about Mental Health Action Day and the additional resources available from participating organizations, click on the banner below or go to www.MentalHealthActionDay.org

In addition to our guest moderators, I would also like to thank my Esports Club co-moderators Matt Gunnin, Jonah Blake, Felix LaHaye, Rebecca Longawa, Rebecca Dixon, Ira Rothken, Tatiana Tacca, and Neal Tilley, as well as the many other members of the Esports 101 “mod squad” for their continued time and support each week. We all have busy lives, but there is nothing more rewarding than helping people to learn and move forward. 

Most of all, I’d like to thank everyone who joined the room, shared their stories, asked questions, and/or filled my IG and inboxes with feedback, follow-up, and support. We look forward to doing many more rooms in the future.

Stay aware, stay active, and keep gaming!

No alt text provided for this image


psychprofile.io AI fixes this (AI Psychological Profiles) ubhouse: Mental Health in Gaming

回复
Chris Rady

Business Development Manager | PayCly Merchant Services. | Payment Solutions Expert |

8 个月

Mental health in gaming is crucial. Let's support players! Payments in gaming need attention too!

回复
Tony Potts

Emmy Award-Winning Media Executive | Award-Winning Venture Capitalist | Co-Founder of Ready Set Jet | Former Co-Host of Access Hollywood | Global Brand Strategist & Impactful Storyteller | Audience 1.5b

1 年

Marc Patterson This is a great post and super informative ??

回复
Nadine Page

Director of Health and Wellbeing in Music and Performing Arts | Industry Specialist in Mental Health and Addictions

3 年

Darren Page I think you will find this really interesting!

Heather Blair

Women in Exhibition-Chairman

3 年

Marc Patterson keep on keeping on!! You’re doing great work

要查看或添加评论,请登录

Marc Patterson的更多文章

社区洞察

其他会员也浏览了