When videogames and mental health intersect, it's to discuss violence and addiction. This leaves a great deal of what it means to be human off the table—almost taboo—when discussing a medium that's able to reach people in ways other human beings, and other mediums, can't. While some games are helping bring mental health/suicide story lines to the fore (Depression Quest, Life is Strange), there is a dearth of guidance from the suicide prevention field on helping games skillfully explore yet another set of taboos. Panelists will do a deep dive on the chasms between these disconnects, how to bridge them, and how to guide creators on making meaningful story lines that demonstrate safe messaging.
Programming descriptions are generated by participants and do not necessarily reflect the opinions of SXSW.