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BROAD

5 Nov 2016

Unite 16: Video Games and Mental Health

Education, Feminism, Games & Hobbies, Health, Intersectional, Medicine, Self-Help, Sexuality, Society & Culture, Technology, Video Games

Unite 16: Video Games and Mental Health

BROADs Sonja Hammer talks to Dr Jennifer Hazel from CheckPoint about mental health and video games. Dr Hazel is:”a fully qualified medical doctor who has practised in both the UK and Australia. She spent several years working in the Emergency Department before specialising in Psychiatry. Jennifer is a passionate advocate for the use of game technology in the therapeutic setting. To this end, she founded CheckPoint, a nonprofit organisation to connect mental health care with video game technology, where she contributes to clinical research and works with both games industry and clinical professionals to provide education, consultation and resources.’

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She is also known as Prescription Pixel, which started off as a YouTube channel focusing on indies and has now grown to work together with CheckPoint.”

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Dr Jennifer Hazel was at Unite 16 on Monday the 31st of October talking about Checkpoint’s work with MindFrame, the Australian Government’s National Media Initiative to encourage responsible, accurate and sensitive representation of mental illness and suicide in the Australian mass media, on stage and screens, and via any public facing professionals.

‘Handled well, storylines involving mental illness provide an opportunity for sensitive, engaging and powerful material. Handled poorly, storylines can have harmful effects, perpetuating the stigma associated with mental illness and reducing the likelihood that those with mental illness will seek appropriate help.’

– MindFrame for Stage and Screen

Below Dr Jennifer Hazel from CheckPoint at Unite’16, Melbourne, Australia 31st of October, 2016

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Melbourne International Games Week

‘CheckPoint Organisation Ltd is a not-for-profit organisation which acts at the intersection of mental health with video games and technology.Games have promising roles in mental health care, unfortunately there remains a significant stigma against them, and there is little knowledge about both the risks and benefits of games in healthcare settings. Simultaneously, we feel that game and tech cultures would benefit from increased mental health awareness and support.’

 

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