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In 2014, I organized my first game jam study for game designers living with depression, anxiety, bipolar disorder, post-traumatic stress disorder and other mental health conditions.
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I have been researching the topic of making games for mental health for eight years. (Shutterstock) Rebuilding identity and healing wounds Game jams have become powerful spaces for galvanizing creativity in disenfranchised communities and giving them creative agency and voice.Ī game jam is a game making workshop where people come together to make games over a short period of time. Collectives have also sprung up to organize game jams and throw support behind marginalized creators with no design or programming experience - like DMG in Toronto and Pixelles in Montréal.
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Non-traditional game makers - like women and LGBTQ+ designers that don’t fit the typical profile of a developer - have reimagined video games as a powerful art for exploring personal trauma.įree and easy to use software like Twine have accelerated a cultural awakening of computer games as an expressive vehicle for marginalized creators. The emergence of autobiographical digital games about illness and health, such as Zoe Quinn’s interactive narrative, Depression Quest Green, Green and Larson’s That Dragon, Cancer and Anna Anthropy’s Dys4ia have shaken up games culture. In the past 10 years, video games have come a long way. It might seem counter-intuitive to use video games for storytelling, given that many assume gamers are all violent and antisocial - a moral panic not supported by evidence. But they are also community-building events energized by the spirit of collaboration, which often outweighs the act of making games. Game jams are like musical jamming sessions, inviting a kind of furious improvisation that most creators love.
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We plan on conducting a series of game jams in Ontario cities affected by the opioid crisis including Brantford, Hamilton and Toronto.Ī game jam is a game making workshop where a group of people come together to make games over a short time period, usually between 24 and 72 hours. The practice of making video games could support addiction recovery.