Non-profit organization based in London Safe in our world said it had the backing of major gaming companies in the industry. Kick-off during Mental Health Awareness Week, the campaign theme is “kindness”. The campaign is one of Safe In Our World’s many efforts to mobilize the industry to support those affected by mental health issues.
The #LevelUpMentalHealth campaign aims to challenge the video game industry to unite and engage in positive change, starting with the workplace, ensuring that working environments are always safe and promote the mental health of his talent. At our recent GamesBeat Summit 2020 event, we highlighted how mental well-being became a prominent issue in games during the pandemic.
“When I was growing up, we didn’t talk about mental health,” said Leo Zullo, president and co-founder of Safe In Our World, in an interview with GamesBeat. “When you think about it, you can’t help the whole world. But in the world of video games, we know how to communicate with and reach players. So I thought we should combine our professional experience with our personal experience and see if we can try to help people. “
Zullo, a veteran of hundreds of games, said he and his co-founders wanted to do something meaningful.
“To reach the players, you can go directly to the player, or you can go through the game companies, the publishers or the developers and the service companies,” said Zullo. “You can get them to try to change the way they do things, and then the message to the players comes from the source. These developers can speak directly to consumers. “
As part of this initiative, Safe in our World has co-created an Employer Mental Health Toolkit, providing advice and enabling developers, publishers and service providers to put positive mental health first. plans.
Zullo spoke to large and small businesses about implementing mental health policies. Some companies really get it, but others don’t, depending on the company culture and the region they are based in.
“Without naming companies or countries, we have had people who are completely dismissive,” he said. “They don’t care about mental health. They think they are doing very well and have an open environment and do not need outside help. And then you have huge multinationals that are really advanced. The industry seems to be taking a turn. “
Game companies and notables around the world continued to join Safe In Our World in its mission, and today the charity has announced the latest partners, including leading game publishers, developers and service providers in the cause.
Embracer Group, a parent company in the game industry, with more than 160 franchises and 31 in-house game studios in 40 countries, has joined Safe In Our World as a partner. This commitment will give the Embracer Group the possibility of supplying its subsidiaries with Safe in our World toolboxes and other supports.
Karin Edner, Corporate Governance and Sustainability Coordinator for the Embracer Group, said in a statement that it is important to support mental health awareness, and as a growing business, he believes that pruning involves responsibilities. He said that people are the industry’s greatest asset, and this commitment will allow company employees to benefit from the toolkits.
Another partner is the game media company Network N, which publishes sites like PCGamesN, TheLoadout and PocketTactics, and manages a portfolio of more than 120 game sites, and a game marketing agency has also joined as a founding partner. .
Other partners include Auroch Digital, 505 Games, Caged Element, Camel 101, Curve Digital, Digital Bros, Explosive Alan, Fantical, Gaming Aid, Genba Digital, Heaven Media, Koeken Interactive, LKA, Mediatonic, NeoHype, ONE PR Studio, OPM Jobs, Outright Games, PressEngine, Rethink Mental Health, Renaissance PR, Sheridans, Sold Out, Take This, UberStrategist, UKIE and Wired Productions.
“We are an extremely valuable industry, especially now with COVID-19. We know this, and that is why we are in the gaming industry,” said Zullo. “We have to protect the people who make the games and work in this industry, and we have to protect our players.”
Safe In Our World was launched on October 10, 2019 on World Mental Health Day. It was founded by Zullo, Gareth Williams and Neil Broadhead, with the participation of Aaron Cooper and Al Hibberd.
Zullo said it takes about three years. Zullo was working on a game called The City of Lights, based in an asylum in Italy. He visited the asylum and spoke with the developer as well as with various doctors, nurses and even patients.
“Seeing some of the atrocities, the game really attracted me to the field,” said Zullo. “It revived some personal problems. You know, if this asylum had still been opened today, my cousin would have been placed there. And horrible things would have happened there. “
He added, “A sequence of very personal things has happened. Someone near me tried [suicide]. My uncle, a few months later, committed suicide. One of the guys on our team had an uncle who committed suicide. A friend of mine was admitted to a psychiatric ward. All of this happened in six to nine months. It was only one blow after another. The subject has become very real. “
And so Zullo did something.