It’s only because of independent support through patreon that I can take the time to research, consult on, and write videos like this. Sponosrs just aren’t appropriate. So if you’re feeling kind, please do support me at (+Discord community access!)
Reach out for help. Your pain matters and you are not a burden, okay? It will help – RESOURCES
The Samaritans – 08457 90 90 90 or www.samaratins.org
Campaign Against Miserable Living (for men) 0800 58 58 58 or www.thecalmzone.net
Youthline – 0800 376 633 or text to 234 (New Zealand helpline) or youthline.co.nz
Crisis Text Line – text HOME to 741741 in the United States
Crisis Service Canada – txt at 45645 (Canadian helpline) or call 1833 456 4566
Lifeline Australia – call 13 11 14
The Trevor Project – call 1-866-488-7386 or text START to 678678
The South African Depression And Anxiety Group 011 234 4837
South African Schizophrenia & Bipolar Disorders Alliance 011 326 0661.
French La Conception Hospital – (+33) 491 380 000
Norwegian Ungdomstelefonen (+47) 400 00 777.
Finland: (09) 615 516 Suomen Mielenterveys
A list of mental health helpines by country:
Made in special consultation with
“Prey (2017) saved my life” by u/_morganology via Reddit
“Commitment to Meaning: A Reframing of Agency in Games” by Karen Tannenbaum & Joshua Tannebaum, Simon Fraser University (2010)
“The Potential of Serious Games as Mental Health Treatment” by Sheena M Miller, Portland State University (2015)
“Measuring actual learning versus feeling of learning in response to being actively engaged in the classroom” by Louis Deslauriers, Logan S. McCarty, Kelly Miller, Kristina Callaghan, and Greg Kestin, National Academy of Sciences
“Video games can develop graduate skills in higher education students: A randomised trial” by Matthew Barr, University of Glasgow (2016)
Scholten, H., Malmberg, M., Lobel, A., Engels, R. C. M. E., & Granic, I. (2016). A Randomized Controlled Trial to Test the Effectiveness of an Immersive 3D Video Game for Anxiety Prevention among Adolescents. PLOS ONE, 11(1), e0147763.
Cole, H., & Griffiths, M. D. (2007). Social Interactions in Massively Multiplayer Online Role-Playing Gamers. CyberPsychology & Behavior, 10(4), 575-583.
The Relationship Between Video Game Play and the Acquired Capability for Suicide: An Examination of Differences by Category of Video Game and Gender” by Sean M. Mitchell, Danielle R. Jahn, Evan T. Guidry, and Kelly C. Cukrowicz, Cyberpsychology, Behaviour, and Social Networking Journal (2015)
“Relationship between Locus of Control and Suicide Attitude among Adolescents Commit Suicide Attempt” by Mona Hassan Abdel Aal , Sahar Mahmoud, & Hoda Saied, Ain Shams University (2018)
“Predictors of Health Locus of Control in Older Adults” byJacobs-Lawson, J.M., Waddell, E.L. & Webb, A.K., Curr Psychol 30 (2011):
“Video games are tackling mental health with mixed results” by Aaron Souppouris, Endgadget (2015)
“Mental illness and violence”, Harvard Medical School
“Inside the Fight Against Online Child Sex Abuse” by VICE News (2020)
“Can we Make Talking as Much Fun as Shooting? | Game Maker’s Toolkit” by Mark Brown (2019)
Dunlap, K. N. (2018). Representation of mental illness in video games. Proceedings of the 2018 Connected Learning Summit, Massachusetts Institute of Technology (pp. 77-86). Pittsburgh, PA: ETC Press.
“Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games” by John Torous & Max Birk, JMIR Mental Health (2019)
“Trans and gender diverse young people’s attitudes towards game-based digital mental health interventions: A qualitative investigation” by Penelope Strauss, Helen Morgan, Dani Wright Toussaint, Ashleigh Lin, Sam Winter, & Yale Perry, Internet Interventions (2018)
Additional sources (
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