We are continuing our mental health chats! Joining me this week is Eve Crevoshay, the Executive Director of Take This. The mission of Take This, in its own words, is “decrease the stigma, and increase the support for, mental health in the game enthusiast community and inside the game industry.” Our discussion is wide ranging, from why building a healthy community is so important to why being a helicopter parent may not be a bad thing.
Episode Resources:
https://www.healthygamer.gg/blog/video-games-and-mental-health-explained
https://scholarworks.bgsu.edu/cgi/viewcontent.cgi?article=1039&context=jade
Welcome to the meadow woman podcast we address the
Unknown:issues, opportunities and challenges facing women in the
Unknown:development of the metaverse the biggest revolution since the
Unknown:internet itself. Every week we bring you conversations with top
Unknown:female talent and business executives operating in the
Unknown:gaming and crypto industries. Here's your host Lindsey, the
Unknown:boss parts. The metal woman podcast starts now.
Lindsay Poss:Hello, and welcome to the men and women podcast
Lindsay Poss:part of the holodeck media Podcast Network. I'm your host
Lindsay Poss:Lindsey, the boss poss from struggle to success recovering
Lindsay Poss:and all taller returning listeners, thank you so much for
Lindsay Poss:supporting the show. I love getting your messages. I love
Lindsay Poss:hearing your feedback, it truly warms my heart. For all the new
Lindsay Poss:listeners welcome, I hope you enjoy and feel free to drop me a
Lindsay Poss:line in time. I'm really excited to introduce today's guests for
Lindsay Poss:several reasons. One of them being that I'm actually not
Lindsay Poss:feeling my greatest, I think my voice reflects that. And I think
Lindsay Poss:that this person is just going to be a really like wonderful
Lindsay Poss:person to talk to you when I'm not feeling thing that she does
Lindsay Poss:for a lot of people. And it's really wonderful. She is someone
Lindsay Poss:who I've met recommendations from different people at
Lindsay Poss:different organizations that I just have to meet. Know, when
Lindsay Poss:different people who don't even know each other are recommending
Lindsay Poss:the same person to do that. They have to be doing some truly
Lindsay Poss:wonderful work. So with that being said, I'm happy and
Lindsay Poss:excited to introduce Eve crawfish Shea, the executive
Lindsay Poss:director of take this, if I hope I said your last name correctly,
Lindsay Poss:please started. Asking before again, I'm trying to get better
Lindsay Poss:about that. But I keep forgetting. So Eve is the
Lindsay Poss:executive director of take this mission up take this, in its own
Lindsay Poss:words is to quote decrease the stigma and increase the support
Lindsay Poss:for mental health and the game enthusiast community and inside
Lindsay Poss:the game industry. So Eve, welcome to the show. I'd love
Lindsay Poss:for you to introduce yourself and take this and just add a
Lindsay Poss:couple sentences onto that very
Unknown:sure thing. Yeah, yeah, no, I appreciate it. And I'm
Unknown:really excited to be here with it. I've been looking forward to
Unknown:this conversation. As you said, I'm executive director I've been
Unknown:with take this about four years. And the organization itself was
Unknown:founded in 2014, so about eight years ago, and and we do a
Unknown:variety of things across games and across mental health. We do
Unknown:research, advocacy, training and workshops, and resource
Unknown:development for people who make and play games and people who
Unknown:are streamers and content creators as well. So we cover a
Unknown:really broad swath. And our perspective is that we need to
Unknown:address some of the underlying challenges that are baked into
Unknown:the culture and structure of games and the game industry that
Unknown:can contribute to mental health well being and mental health
Unknown:distress and challenges. So we talk a lot about what it's like
Unknown:to work in the industry, the content and design of games, the
Unknown:experience of being in online spaces as players and makers,
Unknown:games, and a variety of things related to that. And so, So
Unknown:increasingly, our our our work has broadened to include those
Unknown:kinds of underlying issues related to mental well being.
Lindsay Poss:It's really cool that you touch on a lot of
Lindsay Poss:different aspects within the gaming industry. Because I I
Lindsay Poss:love research and hopefully people listening know that by
Lindsay Poss:now. I'm a big data nerd, wanted to start this discussion just by
Lindsay Poss:offering some conclusions from various studies and literature
Lindsay Poss:reviews, which I will definitely link in the show notes. These
Lindsay Poss:are on the link between gaming and mental health. I found Yes,
Lindsay Poss:a little bit more between people who play games. I think a lot
Lindsay Poss:about what the industry does to mental health
Unknown:too, but
Lindsay Poss:yeah, which we absolutely can I never shy away
Lindsay Poss:from it. But these the certain kind of statistics and stuff I
Lindsay Poss:was trying to bring sort of a different view. So a one
Lindsay Poss:quotation I found is every one conclusion I found from a
Lindsay Poss:particular paper is quote, excessive video gaming is found
Lindsay Poss:to be associated with positive emotions and social
Lindsay Poss:relationships while playing. However, problematic and
Lindsay Poss:excessive video gaming is also associated with maladaptive
Lindsay Poss:coping strategies, negative emotions and attitudes, low self
Lindsay Poss:esteem, loneliness, and poor academic performance. And so
Lindsay Poss:video games have been linked to not shown to cause in any way
Lindsay Poss:and I want to draw a distinction very rare depression, anxiety
Lindsay Poss:and other poor mental health outcomes for a myriad of
Lindsay Poss:reasons. One being that that can be used as a coping mechanism.
Lindsay Poss:environments within video games have also been linked to low
Lindsay Poss:self esteem. As you mentioned, there's a lot of representation
Lindsay Poss:issue there's there's a lot of toxicity in the environment
Lindsay Poss:issues for streamers, there's a lot of a whole host of content
Lindsay Poss:moderation issues and chat moderation issues. And I I sort
Lindsay Poss:of struggled to frame them So because we are obviously people
Lindsay Poss:who also believe in the positive impact of video games, yeah,
Lindsay Poss:we'll kind of under the rug. And this is why I liked that
Lindsay Poss:particular quote that positive that video gaming can add a lot
Lindsay Poss:to people's lives. But yes, so with that framing, I also wanted
Lindsay Poss:to bring in a couple of facts from about mental health
Lindsay Poss:directly from take this as website, an estimated one in two
Lindsay Poss:Americans will be diagnosed with a mental health condition in
Lindsay Poss:their lifetime, approximately one in five will be diagnosed
Lindsay Poss:and given year, the most common types of diagnoses in the US are
Lindsay Poss:anxiety disorders, of which there are many types, and 50% of
Lindsay Poss:lifetime cases of mental health conditions begin by age 14 75%.
Lindsay Poss:So very young population. And now that we've talked about this
Lindsay Poss:picture, I want to get a lot of your thoughts on what you're
Lindsay Poss:doing to address some of the issues mental health and video
Lindsay Poss:games, what you tell parents that are saying these are bad,
Lindsay Poss:and how that's just not true. But some of the things that you
Lindsay Poss:do some of the missions that you support? Yeah, just let's let's
Lindsay Poss:walk through the take. This actually does.
Unknown:Yeah, so um, we do, we do a lot of public advocacy, and
Unknown:we talk to parents, we talk to media, we talk to the public, we
Unknown:talk to the industry itself. But primarily, we are we want what
Unknown:we want to do is bring good science to bear on these
Unknown:questions and to an accurate and like, normalize. So we want to
Unknown:say, in a way that's translatable to people who make
Unknown:and play games, like, Hey, it's okay to get help, it's okay to
Unknown:need help that the communities, so one of the biggest protected,
Unknown:we talked about protective factors and mental health, one
Unknown:of the biggest protective factors that helps like, build
Unknown:resiliency helps people feel like they're supported, and like
Unknown:they're going to be okay. Is community. And what is, you
Unknown:know, the experience of playing games online, if not community,
Unknown:right community is really, really powerful. And if you
Unknown:could find a positive supportive community, it's especially
Unknown:communities Wade, we try to help people build communities that
Unknown:are, that don't stigmatize mental health and that are added
Unknown:that provide accurate information and access to good
Unknown:resources. And, you know, help community moderators, and
Unknown:managers and creators do that, right. If you can do that, you
Unknown:often set people up for success without them needing further
Unknown:intervention. That said, especially as we come into year
Unknown:three of this pandemic, like mental health challenges are
Unknown:ubiquitous, that people are really suffering. And the truth
Unknown:is that a lot of people need access to services, that's that
Unknown:there's problems with that continuum, what we call the
Unknown:continuum of care, especially in the US, and across Western
Unknown:Europe. But there's and there's, you know, there's, there's
Unknown:problems with, like, supply, like the availability of care.
Unknown:But there's also challenges around just stigma and not
Unknown:knowing how to access it, and what to do and where to start.
Unknown:So we try to talk about that stuff, which is just general
Unknown:mental health, you know, knowledge. But, um, but we also,
Unknown:you know, we want to one of the things that we're increasingly
Unknown:talking about, and you're like, how do we talk to parents, what
Unknown:is the issue is, you know, what do we want to say that's about
Unknown:the positives and negatives, like, in general, playing games,
Unknown:and playing games online is really wonderful for people.
Unknown:And, and it, and it fulfills all kinds of needs that people have
Unknown:for play. I mean, play is like a universal need. And it turns
Unknown:out, adults need to play not just kids and all kinds of
Unknown:stuff, the psychology around that is really interesting. And
Unknown:the evidence about you know, play and games as a cultural
Unknown:force exists for millennia, you know, across all kinds of
Unknown:cultures. And so we, we know that, but we also know that the
Unknown:ways that certain games are built, the ways that communities
Unknown:function online, and the experience that kids have
Unknown:online, it can be really, really problematic, and in some time,
Unknown:and sometimes downright dangerous. And so when I speak
Unknown:to parents about online gaming, I say, in online spaces in
Unknown:general, including social media, I'm like, and I have an 11 year
Unknown:old. So you know, I talk to parents a lot. I say this is the
Unknown:only place where you need to be a helicopter parent, you
Unknown:actually want to be a helicopter parent, you want to be really
Unknown:aware of what they're doing online, where and how. And, in
Unknown:fact, you know, my child, my 11 year old, a lot of her peers
Unknown:have cell phones already. My child is not getting a cell
Unknown:phone for a number of years to come. And I and that's a very
Unknown:intentional choice right? There. She spends a lot of time on
Unknown:screens more time than a lot of other parents would. But that's
Unknown:because she's doing all kinds of things on screens, and one of my
Unknown:research director talks about instead of talking about like,
Unknown:screen time, she talks about a digital diet, this kind It's not
Unknown:from her, but it comes from other really interesting
Unknown:research, the idea of a digital diet, what are the things you're
Unknown:doing on line? And what needs do they fulfill? And what kind of
Unknown:activity are they? Like, it's one thing, if you're gonna sit
Unknown:in front of Netflix for six hours a day, it's another thing
Unknown:entirely. If you're talking with your friends, if you are playing
Unknown:or creating cool things online, if you're writing, you know,
Unknown:those are all really different kinds of activities. They may
Unknown:all involve a screen, but that's okay. Right. And so, so I, we
Unknown:tried to bring a lot of nuance and,
Unknown:and perspective to the conversation around gaming and
Unknown:game use. There are things that are very concerning online, and
Unknown:they especially around extremist behavior, the normalizing of
Unknown:hate speech, white supremacist fascist and a neo Nazi language
Unknown:that's really scary and real, it's small problem, but it's
Unknown:loud. And so a lot of people get exposed to it. harassment and
Unknown:abuse across across online spaces, including in games, it's
Unknown:really tough. And we are only at the tip of the iceberg
Unknown:understanding what's actually happening in games, because
Unknown:there just hasn't been as much research and as much work done
Unknown:inside games, or as much acknowledgement of the issue.
Unknown:It's like games outside of games like social media and stuff. And
Unknown:it's less visible. It's harder to find, right? Yeah. Yeah.
Unknown:Because we don't, they're not public spaces. So they're harder
Unknown:to
Lindsay Poss:do. It's harder to comb through hours and hours
Lindsay Poss:chat. Yeah. And if it's written, yeah, it's
Unknown:really. Yeah. It's really, yeah, it's and some of
Unknown:the tech challenges are really big. Right. And so like, we
Unknown:acknowledge that it's not like, I think people are just, you
Unknown:know, bad. And don't care. I think it's just really we've,
Unknown:we've come up against some big problems. So so we try to, you
Unknown:know, we try to talk about stuff in in nuanced ways. I think I'm
Unknown:answering your question. You
Lindsay Poss:are no little business. Tell me your thoughts,
Lindsay Poss:questions, though. You're doing great. Tell
Unknown:me about that. Yeah. So that's Yeah, yeah. I mean,
Unknown:that's, that's kind of the like online space. Conversation,
Unknown:there's a whole separate conversation around. Harm and
Unknown:working conditions and cultural norms in the industry. Like a
Unknown:few years ago, we put out a white paper on the state of
Unknown:mental health and games, we've now started the culture shift
Unknown:project, which is addressing specifically gender based harm
Unknown:in games, in partnership with Feminist Frequency and other
Unknown:great nonprofit. We've talked extensively and have an older
Unknown:white paper on crunch and the issues of mental health issues
Unknown:around crunch and trying to debunk all of those myths, we
Unknown:talk a lot about the danger of the myth of passion and games
Unknown:that like if you're passionate, you come to games, because
Unknown:you're passionate about games, which means that that can be
Unknown:kind of weaponized and exploited and turn into something that
Unknown:forces people to work long hours and in dysfunctional
Unknown:environments that are so we talk a lot about those pieces. We're
Unknown:increasingly interested in what the Fair Play Alliance and
Unknown:others across the industry are doing around positive design,
Unknown:like how do you design for pro social outcomes. And a little
Unknown:plug to my husband's game studio, Spry Fox, which has made
Unknown:a number of games that like really are trying to actively do
Unknown:that. They're not the only ones. There's some other really
Unknown:wonderful studios too, and a lot of indie studios are thinking a
Unknown:lot about pro social design. And so yeah, so there's, we have our
Unknown:fingers in a lot of different places, and are just really
Unknown:trying to move the needle where it feels like we can measurably
Unknown:impact people's experience, and their ability to be well while
Unknown:enjoying this wonderful hobby and, and industry, which I love.
Unknown:Um,
Lindsay Poss:there's two quick things to discuss. One is that I
Lindsay Poss:individually, yeah, specifically when it relates to parenting, I
Lindsay Poss:had read an article about you know, everyone was kind of
Lindsay Poss:thrown wasting time when school cancelled and all this stuff was
Lindsay Poss:happening. And one woman said her son had been recording like
Lindsay Poss:videos and stuff on his golf round and coming back through
Lindsay Poss:and editing them and making all these YouTube videos and showing
Lindsay Poss:his friends and she basically said, I can't believe I think so
Lindsay Poss:worried about limiting screen time when all I was doing was
Lindsay Poss:like limiting his creative outlet with video editing and
Lindsay Poss:creating. I think I thought that was really poignant observation.
Lindsay Poss:Yeah, digital diet. That is what you said. The second thing is
Lindsay Poss:that I did a really, really cool interview with with three
Lindsay Poss:developers that was released couple weeks ago who are
Lindsay Poss:building a game tries to reward positive social behavior and
Lindsay Poss:rewards role models and create different levels. As a vertical
Lindsay Poss:competition, you want to earn more points, you can go in with
Lindsay Poss:the beginners and teach them. But if you just want to get
Lindsay Poss:logged on our game Oh, dance play and do that. Anyways,
Lindsay Poss:really cool interview it was it was, like you said, kind of a
Lindsay Poss:reframing the way we think, in development. So that those
Lindsay Poss:things are baked in from beginning. It was really, really
Lindsay Poss:cool concept. So I remember that. So anyways, with that in
Lindsay Poss:mind, totally. What steps are you hoping to see within the
Lindsay Poss:industry? And these are very broad sort of conversations.
Lindsay Poss:Yeah, and in help improve or promote better mental health
Lindsay Poss:awareness for how players are interacting with games. And
Lindsay Poss:again, very broad strokes here. But we've there's just there's,
Lindsay Poss:there's been a lot of negative news, like, what can game
Lindsay Poss:companies do to start working on that? Yeah, and these are a big
Unknown:question.
Lindsay Poss:Yeah, I mean, I think
Unknown:one of the challenges that the game industry is facing
Unknown:right now and has been for a little while is there's such a
Unknown:moral panic around games. That's wrong. The moral panic is around
Unknown:games cause violence and games are addictive. And like, that's
Unknown:been disproven over and over and over again and insanely. In
Unknown:fact, to who is starting to have to publicly walk back its
Unknown:adoption of game internet game addiction as a or any internet
Unknown:gaming disorder as a as a valid diagnosis, even though because
Unknown:they were pressured into it by certain countries, which is
Unknown:fast. So the but the moral panic, what the moral panic has
Unknown:done, it is made that whole industry and people who identify
Unknown:as gamers are played people who love games, very defensive, and
Unknown:not really feel comfortable, like they can talk about the
Unknown:real things that they worry about in games. Because they're
Unknown:so busy defending games from these stupid accusations that
Unknown:are not true. And, and then you then the industry is like in
Unknown:this environment, this online environment that's really toxic.
Unknown:Like, being a game developer. In public online means that you,
Unknown:you receive harassment, like there is you can't do one
Unknown:without the other. You can't say I'd make games publicly without
Unknown:expecting expecting harassment online. And so in sometimes,
Unknown:like really awful harassment, like Daxing, and swatting, and
Unknown:those kinds of things, but but but not always. And so that
Unknown:makes people really cautious and scared. And also, at the same
Unknown:time, the industry has, like a lot of tech and a lot of
Unknown:society, a real problem with harm, gender, race, harm,
Unknown:marginalization of people of color, and marginalized genders
Unknown:and sexualities. And over and over and over, and over and over
Unknown:again, in the way that hiring and promotion is done in the way
Unknown:that games it's topics are chosen in the way that
Unknown:portrayals in the way that people portray characters and,
Unknown:and, and mythologies, and tropes and etc, in games, like over and
Unknown:over and over again. And then you get people see people trying
Unknown:to claim that their games are political, which drives me nuts.
Unknown:And so those two things, and then you have this history of
Unknown:the gamer identity and this marketing and reinforcement of
Unknown:an idea that a gamer is a white male of a certain age, which
Unknown:excludes a lot of people from that identity and from that
Unknown:space. And you know, and people are starting like companies are
Unknown:showing recognize that that's wrong and starting to break out
Unknown:of that, but it's a pretty persistent identity and we've
Unknown:got some new research that my research director is doing on
Unknown:gamer identity that makes that even more scary and but
Unknown:interesting fascinating because of the way that gamer identity
Unknown:is matched with like extremist belief and enter and neo Nazi
Unknown:and fascist identity and and that's fun. But yeah, really
Unknown:delightful. But But what you do is you have all of those things
Unknown:packed together and you have a really challenging environment
Unknown:in which it's hard to push the needle forward. Especially at
Unknown:big game companies who really are risk averse to in thinking
Unknown:about how do I, how do we talk about games differently? How do
Unknown:we build games that are really different and how do we how do
Unknown:we Get out of this idea of people who play games are the
Unknown:same people who make games and who are they? And what is their
Unknown:identity? Right.
Unknown:And so so you have to find disruptors in that, in that
Unknown:cycle. And one of the, there has been these these three years or
Unknown:others in these really major breaking stories about game
Unknown:companies being abusive and harassing and bad working
Unknown:environments, especially for women, but for many identities,
Unknown:and, and like, they're the most egregious and the most, and
Unknown:they're in cat two in the morning, California. So the
Unknown:state of California was like, we're gonna get on this
Unknown:bandwagon, right? They are, they are the tip of the iceberg,
Unknown:right? They're the visible tip of the iceberg in the sense that
Unknown:they are indicative of a larger culture across the industry. And
Unknown:that has been an opportunity that we've seen to say it come
Unknown:in and be like, Okay, we need to talk about and address this
Unknown:thing, this work environment. But when you do that, the
Unknown:business case is that then you will make games and create
Unknown:spaces that are better for and more representative of a larger
Unknown:audience. Right? Because if more people are included in the room,
Unknown:when you make games, you're gonna make a game that addresses
Unknown:more experiences, more needs, etc. And so we're seeing that
Unknown:gradually shift across the industry in very exciting. These
Unknown:are big ships to move, and then cultural forces to address like,
Unknown:I am not any under under any illusions as to like how far
Unknown:this needs to go. But that's kind of that's what I see.
Lindsay Poss:That's what I see. What's good. I mean, I'm
Lindsay Poss:encouraged by it in this is a sentiment that comes up on the
Lindsay Poss:show quite a bit that progress is being made, like you said,
Lindsay Poss:they're big shifts to move, it's slower than we'd like. Um, yeah.
Lindsay Poss:But at least there's things that are happening.
Unknown:That really are and yeah, I mean, I want to say that
Unknown:you know, this is, this is really about cultural change in
Unknown:hearts and minds, right? And we're growing faster than we can
Unknown:get almost faster than we can manage it, take this, which
Unknown:means that there is some level of demand and interest. That's
Unknown:substantial. That's it, we're not going to change everybody's
Unknown:mind, we're not going to impact everybody's work experience. And
Unknown:also, there are vast cultural differences, especially when it
Unknown:comes to mental health, and the way people talk about mental
Unknown:health and mental illness cross culturally. And so we're really
Unknown:good at speaking to this in in the US, Canada and Western
Unknown:Europe. But when I try to speak to a company that's working in
Unknown:Malaysia, or in Japan, or in South America, like the, the
Unknown:conversations that I can have, and the the people that I need
Unknown:to work with, in order to have even have those conversations,
Unknown:because they're culturally so different. Those are those are
Unknown:bigger gaps and bigger shifts. Sometimes, and you know, I, we
Unknown:just have to be real about that, like, there's going to be shifts
Unknown:across the industry that come faster in some places than
Unknown:others. Well, that's good. Yeah. You. We all do we all do
Lindsay Poss:every little thing from that one. So, yeah, I want
Lindsay Poss:to talk more about culture shift and what you do, and this
Lindsay Poss:frequency actually talks in the space. I was actually fortunate
Lindsay Poss:enough just to sit in recently on on research that's coming out
Lindsay Poss:soon, by a woman who saw the scale of what she called the
Lindsay Poss:glass monitor, in that term. Industry and it's something
Lindsay Poss:you're familiar with, I'm happy to say more, said it was a lot
Lindsay Poss:about women in gaming. The problem from the very beginning
Lindsay Poss:is lack of familial support as young girls and gaming is seen
Lindsay Poss:as a boy activity, all the way up to hostile environments for
Lindsay Poss:all the gamers and playing a wide developing game streaming
Lindsay Poss:all of all of the energy associated activities, whether
Lindsay Poss:you're just someone who started playing a game when you're 17,
Lindsay Poss:and went online one time, all the way to you are, you know,
Lindsay Poss:poking at one of the biggest streamers on one of the largest
Lindsay Poss:gaming streaming platforms, what that looks like. So I want to
Lindsay Poss:talk more about culture shift and Feminist Frequency and just
Lindsay Poss:about the resources that you offer people who are in
Lindsay Poss:traditionally underserved communities, from women to
Lindsay Poss:people of color people of different sexual orientations.
Lindsay Poss:And, and what advice you're giving on the industry side to
Lindsay Poss:try and get those folks more in the room, make sure that their
Lindsay Poss:needs and just their general safety requirements are being
Lindsay Poss:met.
Unknown:Yeah. Yeah. So I'll say I want to frame this to say that
Unknown:harm is happening across lots of different intersectional
Unknown:identities. And and it's really important to acknowledge that
Unknown:we're talking about gender based harm at the cultural shift
Unknown:project, because it's the one that has come where the opening
Unknown:is where the opportunity is. And because we have to, you have to
Unknown:be really specific when you talk about harm, and unpacking
Unknown:different types of harm. And so we have to start somewhere with
Unknown:something very specific, in order to do it justice. So this
Unknown:is the one we're starting with is gender based harm, with an
Unknown:acknowledgement of those intersectionalities and Anita
Unknown:Sarkeesian. And I began speaking, like, three, three
Unknown:years ago, when the first allegations about riot came out.
Unknown:And there was also like, it was the same there was there was,
Unknown:there was the whole, all the allegations about riot. And then
Unknown:there was also a bunch of exposure of streamers, and there
Unknown:was a whole bunch of stuff at the same time, it happened all
Unknown:around PAX West. And, and she and I started with talking, we
Unknown:had never met each other, but we kind of knew each other's
Unknown:orbits. And we were like, well, we have to do something about
Unknown:this. What you know, there's and there's a lot of different
Unknown:pieces of the puzzle. And so she was able to Yeah, she was able
Unknown:to get the games and online harassment hotline up and
Unknown:running. And that's still a project of Feminist Frequency,
Unknown:right fantastic resource, really, and well informed on
Unknown:gender based harm but then she and I and spokes on her team as
Unknown:well. begins talking for a while kind of figuring out what how do
Unknown:we do culture to culture? Like really, culture change work? How
Unknown:do you start with leadership? What does that look like? We we
Unknown:put together a lot of different ideas. And you know, in the
Unknown:meantime, news kept coming in Ubisoft, Activision Blizzard,
Unknown:and Activision Blizzard really kind of broke open ever
Unknown:Suddenly, everyone was was like, we have to talk about this, it's
Unknown:not going to stop, and it's not going to change. And we had
Unknown:meantime arrived at this really, at this framework of called
Unknown:accountability and repair, which comes from restorative
Unknown:reparative. Justice. And that's, it comes from indigenous and,
Unknown:and black culture, right? This really different approach. It's
Unknown:not called carceral, or punitive. It's not legalistic it
Unknown:is how do you do actual repair, take actual accountability. And,
Unknown:and put those together at a framework that works in a work
Unknown:environment. Because the thing is that the industry because
Unknown:it's a mobile, it's a small mobile industry, where people
Unknown:move around a lot, and you know, from job to job, is, exists,
Unknown:like functions with all kinds of whisper networks, and lots of
Unknown:harm. And lots of like, really, people lots of trauma that
Unknown:people have, like internalized and, and like SAP lived with for
Unknown:a long time. And those things don't go away, and they don't
Unknown:get better. And whisper networks, like, they're all
Unknown:we've got. But they're really bad tools. Because they, if
Unknown:you're not in the network, you don't get access to the
Unknown:information, they escalate things right, instead of de
Unknown:escalate, and they don't help anyone change. They don't help
Unknown:anyone, be healed or repaired. And they don't have people
Unknown:who've caused harm to like, figure out what they've done and
Unknown:do better. They just like blacklist people. And you need
Unknown:that new model. And so that was really, we decided that was the
Unknown:model that we needed to come to the plate with was a different
Unknown:way of thinking about harm, that really held people truly
Unknown:accountable, and gave them the tools and knowledge and
Unknown:opportunity to change and focused on the survivor and gave
Unknown:them a sense of repair and support and healing. Because if
Unknown:you don't help a survivor, you just like investigate whether or
Unknown:not their allegation is right. You've left them kind of high
Unknown:and dry, and they still have that trauma. And that experience
Unknown:like that doesn't solve the damn thing. So this was the set of
Unknown:this is the framework that we are coming to the table with.
Unknown:And that's like, that's a big shift, especially in corporate
Unknown:environments with big legal departments and HR departments.
Unknown:Huge shift. So we're like, how do we implement that? How do we
Unknown:do the acculturation work? How do we like help people
Unknown:understand harm and consent and power dynamics? And then how do
Unknown:we and bystander behavior? And then how do we change the actual
Unknown:systems and how people implement accountability and repair
Unknown:process and understand what that looks like and understand why.
Unknown:And so that's what the culture shift project is. And it's a
Unknown:it's It's Feminist Frequency and take this and our teams. And we
Unknown:we're rolling out our first engagement right now. That's
Unknown:really exciting. And, and we, you know, we're getting the
Unknown:large studio, it's over 300, folks, that's awesome. And, and
Unknown:I think and we've got interest from a number of other places,
Unknown:too. So I think we'll be we'll be doing that more. And then
Unknown:we're also looking at Indie indie studios, because they have
Unknown:less capacity to pay and smaller groups, and how do we bring
Unknown:micronase especially really small studios together and
Unknown:cohorts and build this program for them like that.
Unknown:That's the other kind of approach we're taking. So it is
Unknown:our desire to talk about accountability repair, like I
Unknown:did a talk with two of my colleagues Casio awkward. And
Unknown:Jalen at GDC about credibility and repair. How do we like bring
Unknown:that idea, that concept to the table? More? And then how do we
Unknown:do this at a studio? Yeah,
Lindsay Poss:well, I think focusing on survivors is
Lindsay Poss:something that I wish. And yeah, really?
Unknown:Yeah, yeah. Can
Lindsay Poss:I want to give it a little bit just because I
Lindsay Poss:don't often get to talk to folks that are in the nonprofit
Unknown:space with it. Yeah, absolutely. It's annoying
Lindsay Poss:to hear about take this picture. I hope a lot of
Lindsay Poss:people go and can use a lot of the resources you provide.
Lindsay Poss:There's just definitely a lot of news that centered around the
Lindsay Poss:growth in the industry, which is definitely code for investment
Lindsay Poss:startups, companies. Which nothing wrong with that. That's
Lindsay Poss:all great. I'd love to see that kind of growth. But I would love
Lindsay Poss:to hear more about how what's going on on the nonprofit side.
Lindsay Poss:And you've mentioned several organizations now that you've
Lindsay Poss:worked with, collaborated with paired up with to do different
Lindsay Poss:projects? How what has it been like on the nonprofit side? And
Lindsay Poss:people who want to get involved? How do they find that?
Unknown:Industry? Yeah, there is a thriving nonprofit, sector,
Unknown:two games, which is really cool. And some great advocacy
Unknown:organizations. And what we all do is we're all able to be there
Unknown:on the outside as subject matter experts who can, who can act as
Unknown:advocates, but not apologists for games. So you can be like,
Unknown:yes, games are awesome. And you can do better in X, Y, or Z
Unknown:ways, or these are the opportunities and, you know, and
Unknown:so I mentioned Feminist Frequency, the Fair Play
Unknown:Alliance. There's a chick Games for Change. AbleGamers is
Unknown:another great organization, doing advocacy work gamer acts,
Unknown:you know, and so there are all these great nonprofits, and we,
Unknown:you know, we have to, we have to find grant funding, we have to
Unknown:find funding inside the industry, take this, we do a lot
Unknown:of, you know, we do all these workshops, right, and people pay
Unknown:for those. And that's an important funding stream for us.
Unknown:And we have a lot of streamers and volunteers and folks who
Unknown:come and, you know, do fundraisers on our behalf, which
Unknown:is really awesome. And so, you know, we have seen our
Unknown:opportunity and, and scope grow as the game industry has grown.
Unknown:And as we've been able to kind of find the ways the relevant
Unknown:way is to talk to the industry about what we're doing. But we,
Unknown:you know, the thing about nonprofit work is that, like, we
Unknown:I have a staff, most almost all of my staff are clinicians,
Unknown:they're, you know, professionals, and that's
Unknown:intentional. And so the vault we have volunteer opportunities, we
Unknown:have mod volunteer moderators in our Discord, we have volunteers
Unknown:who moderate who, who help us run our AFK rooms and our, our
Unknown:in person presence at conventions. But, but they're
Unknown:limited, there's not a ton of volunteer opportunities, if you
Unknown:are interested. The way to get involved is to go to our Discord
Unknown:and join that community find out kind of get more invested. And
Unknown:you can find that link on our website, and or in our community
Unknown:resources page. But the the the truth of the matter is that by
Unknown:and large nonprofits need money to do our work. That's the way
Unknown:it works, right? I have to pay the people who work for me.
Unknown:Yeah. And I have to, you know, we have to pay for all the
Unknown:systems and tools that allow us to do our jobs well. And when we
Unknown:have that, then we can provide the services, the resource, the
Unknown:expertise that is ours to give. But our volunteers are,
Unknown:increasingly as we build our community out as we as we
Unknown:increase that profile, that as we increase the number of
Unknown:community resources we provide, like that's really important to
Unknown:us. And we also if you're a streamer, content creator, we
Unknown:haven't a streaming ambassador program, and we will we we have
Unknown:a semi regular application window, kind of every year where
Unknown:we bring new Folks in and invite them into a community learning
Unknown:community and in a kind of promotion, you know, mutual
Unknown:support community. So it is. Yeah, I mean, that's the
Unknown:nonprofit sector, we really I thrive most on being knowing
Unknown:that I can work in collaboration with the industry to do
Unknown:interesting work and to like change, because that really is
Unknown:like, if I'm going to move the needle, I've got to get the way
Unknown:that games are made and the way that game companies operate to,
Unknown:to change, right. And so that's where I'm most invested in
Unknown:working and partnering with, and I'm, we're starting to have
Unknown:those opportunities. Yeah.
Lindsay Poss:What do you do want to take this into working?
Lindsay Poss:With gaming, you know,
Unknown:I'm, I laugh, because I kind of fell into this. And I'm
Unknown:so happy I did. So I've been my whole career, aside from a brief
Unknown:stint as a yoga teacher, which I also loved, has been in the
Unknown:nonprofit sector. So I've I started as a, like, I worked at
Unknown:the Boston Children's Museum after college, like working on
Unknown:the floor and the Children's Museum, like running school
Unknown:field trips, and, you know, like fishing kids out of exhibits and
Unknown:stuff like that. I've always done this work. Yeah, well,
Unknown:literally, there was a sea climbing structure. And I
Lindsay Poss:fell into the koi pond. Yeah. Kind of
Unknown:felt like that, sometimes, let me tell you, um,
Unknown:that was, what, 25 years ago. And so So, you know, I always
Unknown:knew that I wanted to do social change work. And I, it took a
Unknown:long time of kind of meandering through a number of jobs, going
Unknown:to grad school to get a master's in cultural studies and coming
Unknown:back into grant writing, and to kind of figure out where I
Unknown:wanted to be. And about five years ago, I left an awful job.
Unknown:And, you know, had to recover from that. And was I was in the
Unknown:luxury luxurious place of being able to take some time off and
Unknown:do that, do some consulting. And my husband generously put out
Unknown:he's, he's, as I mentioned, runs a game studio, and he put out
Unknown:that I was available for consulting and take this reached
Unknown:out was like, hey, yeah, we need some help. And it turned out,
Unknown:they needed a lot of help. And so I came on versus a consultant
Unknown:than his managing director. And then they were like, can you?
Unknown:Can you just take the job? I was like, Okay. And it took me a
Unknown:little while to figure out that being the executive director of
Unknown:take this meant that I could do the work that I'd always wanted
Unknown:to do. But once I figured that out, it was like, I was off to
Unknown:the races, and I so gratified by what I'm doing, and where I'm
Unknown:doing it. And it's so fun to work in this industry. And, and
Unknown:to celebrate what games are and what they can be. So yeah, it's
Unknown:been it's just I can't believe my luck at this point.
Lindsay Poss:A fun story, though. Yeah. It is. Because I
Lindsay Poss:know, you know, I know that I have a similar path. But I don't
Lindsay Poss:want to focus on I was previously in the nonprofit and
Lindsay Poss:know our folks in the nonprofit area, I think it's just good to
Lindsay Poss:know that you can pursue the things that you want to pursue,
Lindsay Poss:it's still untapped in gaming years, I think was a little bit
Lindsay Poss:more, maybe maybe more on the chance side of chance and
Lindsay Poss:attention. But it's also an intention side that people can
Lindsay Poss:can take up and if you love nonprofit work, like if you love
Lindsay Poss:games, so
Unknown:I mean, we're, you know, we're, we're hiring and
Unknown:we're hiring actually a non clinical job soon. And it's, you
Unknown:know, like, show a volunteer for us, because because this work is
Unknown:expanding the work, not just of take this, but a lot of these
Unknown:organizations, so kind of showing up around them. There's
Unknown:opportunity everywhere, and there's really cool stuff
Unknown:happening. Yeah.
Lindsay Poss:Well, in that vein, I want to end with a
Lindsay Poss:question. What am I my big passion from the passions that I
Lindsay Poss:shared on the show a lot is about emerging tech. Sure. So
Lindsay Poss:the building of the metaverse, we talked about that a lot. And
Lindsay Poss:it's mostly just because I really, really like thinking
Lindsay Poss:about web three blockchain and Metaverse, and all these all
Lindsay Poss:these buzz wordy things, actually, complicated tech
Lindsay Poss:behind them. But it definitely definitely seen a result of tech
Lindsay Poss:moving a lot faster than our understanding of the
Lindsay Poss:consequences of tech. Mental health is not necessarily an
Lindsay Poss:early consideration, as evidenced by several people
Lindsay Poss:including one of the whistleblowers last year who
Lindsay Poss:brought forth research about how negatively impacted young girls
Lindsay Poss:are by Instagram use the company's hashtag hold on to
Lindsay Poss:them and not been there. But as we start with these new
Lindsay Poss:experiences, and I think there's a lot of people out there who
Lindsay Poss:are excited about these things, I suppose, and I'm putting in
Lindsay Poss:quotes here, but the equity opportunities and all of this
Lindsay Poss:and blockchain is supposed to be decentralized. It's supposed to
Lindsay Poss:be available. They're supposed to be much more even playing
Lindsay Poss:field out there. What are you thinking about when it comes to
Lindsay Poss:this tech? And how do you feel about that from a mental health
Lindsay Poss:perspective? Like, I don't know exactly how to frame the
Lindsay Poss:question. I don't know how to frame the question. Densely
Lindsay Poss:broad thing, but
Unknown:yeah, well, yeah. I'll break off a couple of pieces of
Unknown:it. One is that there's some preliminary research. Yeah. We
Unknown:can digest this a little bit, but there there. There's
Unknown:preliminary research into like Metaverse, and when I say
Unknown:Metaverse, what I mean is immersive online environments
Unknown:because we don't have Metaverse yet, right? But VR and AR
Unknown:environments and Metaverse like immersive environments. That the
Unknown:same kind of harassment and, and marginalizing and, and scary
Unknown:experiences are happening there as they're happening in the rest
Unknown:of the internet. Like, I could have probably could have told
Unknown:you that before. But like, it's not different. It is not
Unknown:measurably different, it's not measuring better. And in fact,
Unknown:it might be a little bit worse. So like, we when we create open
Unknown:spaces online, ah, in especially because all of this stuff has
Unknown:been normalized in online spaces. Hate speech. All this
Unknown:all this really like a you know, I mentioned earlier that the
Unknown:problem around extremist terrorist behavior and fascist
Unknown:behavior is like really small, but it's really loud. Like,
Unknown:that's the same. It's the same whether the, whether we're
Unknown:talking about Web 2.0, or web three, or what else or Metaverse
Unknown:or whatever, like, it's the same. And so like, before we go
Unknown:tumbling down that road, we got a lot of work to do. We just do.
Lindsay Poss:The things about
Unknown:blockchain and NFT. Is, is also it's a similar one to,
Unknown:like,
Lindsay Poss:two critiques I have about
Unknown:capitalism, which is who's actually benefiting. And
Unknown:by and large, it's still a speculators, speculation. And,
Unknown:you know, it's an it's a market for investors and speculators.
Unknown:And it's a bubble. And so most people who are involved are not
Unknown:benefiting and don't have access to the actual boom of it. And,
Unknown:and, and so there's some nuggets in there that are interesting
Unknown:and exciting, that relate to people actually being able to
Unknown:own things online, but like, they're still copyable, there's
Unknown:still a lot of there's still, it's not like it's, and a lot of
Unknown:that stuff is also already been done in many interesting ways in
Unknown:games, right? It's not, it's not dramatically different. I've
Unknown:seen a few interesting examples of really communities coming up
Unknown:around NF T's in a way, like shared ownership ideas of shared
Unknown:ownership. And those are compelling. I just haven't seen
Unknown:them scale yet. And I haven't I haven't seen them exist outside
Unknown:of what overall overarching Lee is a is a what, to me is a kind
Unknown:of wild west speculated. environment. So I'm pretty you
Unknown:can see here, I'm a pretty heavy skeptic when it comes to this
Unknown:stuff. But I'm a skeptic, because I've seen how it's
Unknown:played out iteration by iteration in tech. And who has
Unknown:benefited and who hasn't. And who continues to benefit and who
Unknown:has continues to have access to capital and like, if the
Unknown:structural issues around capitalism and and the
Unknown:concentration of wealth don't change, then they don't change,
Unknown:whether it's web 2.0 or web 3.0. Like, that's just, yeah, that's
Unknown:the way it is. So there is some nugget of really interesting
Unknown:tech in there and like, you know, and I'm sure that some of
Unknown:that will shake out, but in the meantime, the other stuff will
Unknown:shake up too. And I'm pretty short of that.
Lindsay Poss:I Yeah. And that's good. I I've had you know,
Lindsay Poss:people on the show who are very interested in into it and ready
Lindsay Poss:to go and I've had other people who are more on the and of what
Lindsay Poss:is expiring, but like, let's fix some stuff first. And I think
Lindsay Poss:that yeah, on both sides. There's a there's a way for both
Lindsay Poss:Most people to coexist and really get something out of a
Lindsay Poss:relationship that I think would be beneficial for both.
Unknown:Oh, yeah, I do think there's a nugget there, but it's
Unknown:right. Yeah, I think I think people kind of throwing all
Unknown:their eggs into that basket being like, oh, yeah, I just
Unknown:don't see it. Yeah.
Lindsay Poss:Yeah, just, I'm with you on that. Um, before we,
Lindsay Poss:before I get into my last question, I'm gonna do a quick
Lindsay Poss:summary of what we talked about so far. So take this supports
Lindsay Poss:people make and play games and content creators. So a lot of
Lindsay Poss:folks within the gaming community by reducing rock
Lindsay Poss:interact with it. One of one thing, one way I found to be
Lindsay Poss:very succinctly describes a lot of what you do is that you want
Lindsay Poss:to bring good and accurate science to the gaming community.
Lindsay Poss:You want to encourage protective factors to help build
Lindsay Poss:resiliency, you want to encourage good community
Lindsay Poss:development, we want to help people fulfill a lot of needs
Lindsay Poss:that they can fulfill online, and bring all kinds of play back
Lindsay Poss:into daily life. And provide those kind of healthy
Lindsay Poss:environments in order to do that. And one thing that we
Lindsay Poss:talked about a lot with parenting is that it's actually
Lindsay Poss:good to be a helicopter parents in these environments that you
Lindsay Poss:can go in and see that those are the types of things that are
Lindsay Poss:happening online, rather than a lot of the other stuff that's
Lindsay Poss:out there and is prevalent. And there's more work to do in
Lindsay Poss:certain geographic areas than others. That was really
Lindsay Poss:important to me, because I get lost us focus a lot. Some lot of
Lindsay Poss:things are happening in the US market things. The big ships are
Lindsay Poss:moving slowly as the US whereas in other markets, yeah, they're
Lindsay Poss:not moving. They're anchored in a really ugly, hard, or they're
Unknown:different. They're just really different to Yeah, yeah,
Unknown:yeah,
Lindsay Poss:um, we talked about culture shift, how you
Lindsay Poss:were starting the gender based harm. There's absolutely other
Lindsay Poss:intersections of people that face harm. But this is a
Lindsay Poss:starting point. I wanted to bring back up the games and
Lindsay Poss:online harassment hotline just running linked in the show
Lindsay Poss:notes. And one of the things that we spent a lot of time was
Lindsay Poss:understanding on and taking the non punitive approach by instead
Lindsay Poss:supporting supporting survivors, and creating an accountability
Lindsay Poss:and repair process, which I think is a good take in a lot of
Lindsay Poss:areas. But as I just think that the people who are harmed should
Lindsay Poss:be the priority. And there's a thriving nonprofit sector in
Lindsay Poss:games. So getting a chance to actually work with with the
Lindsay Poss:industry and, and alongside the industry to move the needle and
Lindsay Poss:make a difference is definitely a possibility. If that's
Lindsay Poss:something that people out there are interested in, go check out,
Lindsay Poss:take this, go to your nonprofit passions into gaming, gaming
Lindsay Poss:needs more of it. Lots of good stuff happen. And then lastly,
Lindsay Poss:we talked a little special with the metaverse. preliminary
Lindsay Poss:research into immersive online environments shows the exact
Lindsay Poss:same kind of of the stuff that's happening, there isn't the rest
Lindsay Poss:of the internet, which is 0% Surprising. Still a little sad,
Lindsay Poss:that I like to hear your stance that there's nugget within the
Lindsay Poss:tech nuggets within the tech that's interesting and exciting.
Lindsay Poss:But it's not dramatically different than what's out there.
Lindsay Poss:And there's a need to fix structural issues first, before
Lindsay Poss:diving headfirst into this is what we're doing. So with that,
Lindsay Poss:I like to ask this question at the end of every podcast is
Lindsay Poss:really fun to look back on your career. And I want to ask you,
Lindsay Poss:what is one thing you would like to tell your younger self
Lindsay Poss:getting into the gaming industry needs?
Unknown:I think I won't answer in terms of getting into games
Unknown:because it really like that was that was a that was a
Unknown:happenstance thing, but like the thing that I would want to say,
Unknown:to my younger self is to have patience, that you're you're
Unknown:gonna do a lot of things that will feel frustrating, or not
Unknown:quite the right thing, or won't really answer the question you
Unknown:thought you needed to ask. But, but at some point, those will
Unknown:start to coalesce. And it takes longer to get to that place a
Unknown:lot of times then you want it to
Lindsay Poss:you know, I'm I I've been
Unknown:working I graduated college in 1999. And, and I'm in
Unknown:the job, the first job where I really feel like this is exactly
Unknown:where I want to be and I'm doing exactly what I wanted to do. And
Unknown:you know, that took a while objectively and as a woman, you
Unknown:know, there was time I took I made the choice as a mother to
Unknown:take some time off when my daughter was really young and
Unknown:you know, that slowed me down but but it's also enriched me
Unknown:and made me a better, you know, more informed person in a lot of
Unknown:ways and so, like, have patience with yourself with your or
Unknown:career trajectory. Get out if things are really bad, like
Unknown:leave the the shitty jobs. You don't always know that they're
Unknown:bad when they start, but like leave those, like do that. But
Unknown:otherwise give yourself the space to not go in a straight
Unknown:line. And to ask the wrong questions and get different
Unknown:answers than you expected, you know?
Lindsay Poss:Oh, that's wonderful. Enjoy the winding
Lindsay Poss:journey. Like it. Yeah,
Unknown:yeah. Yeah. And like, I also will acknowledge that,
Unknown:like, I'm supremely lucky to do what I do and what I you know,
Unknown:to be able to be here like, not everybody gets this opportunity,
Unknown:but it did. It wasn't a straight line here. Oh, god.
Lindsay Poss:Yeah. Yeah. Yeah, probably Israel, not what I'm
Lindsay Poss:hearing very lucky to have met. Right. So yeah. With you. Um,
Lindsay Poss:thank you so much for coming on. Where can people find you? This?
Lindsay Poss:Interact with your work volunteer for you? I know you
Lindsay Poss:mentioned the discord on your website. Where else?
Unknown:Yeah, so take the set. org we have. We have. We're on
Unknown:Twitter, take this org and Facebook. Take this org and
Unknown:LinkedIn, and Instagram. It's all take this work. And in
Unknown:YouTube, as well, we have a number of resources up there.
Unknown:And you can find them all on social media or via our website
Unknown:and we have a mental health resources page. And our websites
Unknown:are easy to find that has crisis. Crisis lines, emotional
Unknown:support hotlines, lots of resources for if you or a friend
Unknown:or family member needs help.
Lindsay Poss:Yes, no. That gives the game. For all
Lindsay Poss:listeners out there. Leave the five star ratings and reviews
Lindsay Poss:made no comment on my terrible voice this week. Be sure other
Lindsay Poss:holodeck media podcast, including metal business. All
Lindsay Poss:the metaverse finance stories you could ever want business in
Lindsay Poss:esports for interviews with industry leaders. I'm on
Lindsay Poss:Twitter, Instagram and LinkedIn boss. You can catch me Wednesday
Lindsay Poss:nights on the business esports live after show and you can
Lindsay Poss:catch this podcast and your feed every week. See you next time.
Unknown:Thanks for joining us here on meta woman. Make sure to
Unknown:subscribe to this podcast everywhere you get your
Unknown:podcasts, leave a five star review and tell your friends,
Unknown:family and colleagues all about us. Also, make sure to follow
Unknown:metta TV on all socials to get more of the best Metaverse
Unknown:content anywhere. Tune in every week for another episode of