Gaming’s favorite villain is mental illness, and this needs to stop

“Representation is the key to kickstarting discussion, and video games have taken a woefully one-dimensional approach in the mental health conversation. While there’s no shortage of mental health-related content in today’s games, it falls into one of two specific camps, neither of which confront the complex and nuanced issues with the empathy and consideration they deserve.” – Patrick Lindsey

On Board Game Accessibility

“”Appreciation of popular cultural products facilitates the building of common conversational ground, and permits friendships to accrete around a set of shared cultural experiences. It is not however the case that all individuals have equal opportunity to participate in this process. Many cultural products, popular or otherwise, remain either physically or sociologically inaccessible to large segments of the population. ” – Michael Heron

Meeple Like Us

“We’re a group of gaming academics, developers, hobbyists and enthusiasts. We have a keen interest in board games, tabletop games, video games, and all things in-between. It is our intention on this site to offer reviews and teardowns of tabletop gaming titles. We’ll be looking at these with an emphasis on the wider context of the games, especially that of how accessible the games are in a physical, cognitive or sociological sense.” – Meeple Like Us

Sea Hero Quest

“Dementia is a growing health threat. Affecting over 47M people worldwide (135M by 2050), it is becoming one of the greatest medical challenges we face globally. To help scientists working towards finding a cure, we created Sea Hero Quest – a mobile game where anyone can help fight dementia. ” – Glitchers

Login 2 Life

“Elaborate digital platforms like Second Life and World of Warcraft offer novel opportunities for friendship, sex, employment, and aesthetic experience in virtual communities populated by cartoon-like avatars. While these simulated worlds are often treated with contempt by the general media, LOGIN 2 LIFE takes a more sympathetic approach, profiling seven people deeply immersed in these worlds, and attempting to understand what each gets from their virtual life.” – Login 2 Life

Includification – A Practical Guide to Game Accessibility

“This document does not explain the technical ways to design a video game. Instead, it explains the most important accessibility options that can be included into a video game and what each one of them means to the end-user. In a three-tier style, we will explain the options that need to be included to assist those with mobility, hearing, visual and cognitive disabilities.” – Includification – A Practical Guide to Game Accessibility

Forget-Me-Knot

Forget-Me-Knot is a depiction of Alzheimer’s disease created by Alexander Tarvet. “Alzheimer’s disease is a devastating condition for everyone affected and their loved ones, and through playing Forget-Me-Knot the player gets an immediate sense of the confusion the character feels,” reports the BBC. “Computer games are one of the greatest ways to let people safely…

Medication Meditation

Curator: Steve Wilcox Steve Wilcox is an assistant professor in the Game Design & Development program at Wilfrid Laurier University where he researches & creates knowledge translation games. He is also the co-founder & former editor-in-chief of First Person Scholar.