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Eve Crevoshay (Executive Director, Take This)
Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass - Get your pass now!
Vault Recording: TBD
Audience Level: All
With the release of Take This' mental health state of the industry white paper, and a growing tide of talk about labor conditions in the industry, the effects of current norms in the game industry are more apparent. This talk will discuss the cultural assumptions and norms that have pervaded the industry over the last several decades, how those impact mental health in expected and unexpected ways, and how future research and operational and cultural changes can result in improved work experiences for all those who make games for a living. At its simplest, mental health advocacy only works when we consistently and sensitively normalize the experience of mental health challenges and contextualize them within the spaces where we live, work, and play.
Attendees will leave with a detailed understanding of what steps key organizations are taking to address mental health in games, and how to become part of these efforts through advocacy, action in their own companies, or outside volunteer efforts. The session will be action focused and future facing.
This session is open to everyone. It is best suited for people with some experience in the industry, in any position, especially those in the position to become mental health advocates inside their own companies and games.