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Vol. 1 September 2019

THE INTRODUCTION

Mental health & gaming



Letter

From

the

editor

Hello Readers,

This is a bit of an odd one for me as I have never had to write

anything like this before. But I will give it a go.

I just want to say a big warm welcome to Glitch. I am beyond

excited to share this publication with you as I have been

working on it for a good while now. I couldn’t have done

this without the help and support from all of you, so thank

you so much. But a huge thank you to everyone who has

contributed, I am truly blown away by the support.

Glitch is very close to my heart, I have

been struggling with my own mental

health issues for most of my life, only

really getting help in the past year or

so, when things got to a breaking point.

I want this to be a way of expressing

feelings, of being able to talk and overall

making the subject less taboo.

Contents

4 GLITCH: AN INTRODUCTION

6 NEWS

I really hope you, as readers find this

publication helpful and enlightening, but

I also want you to be critical of it. I want

the opportunity to improve as we go on

and I welcome any comments from you,

so don’t be afraid to contact me.

So without further ado, I want to say one

last thank you, and enjoy the first issue

of Glitch!

8

10

14

17

19

REMEMBERING ETIKA

PHOTO-MODE SHOWCASE

FEATURE: GAMING MY LONG

LOST BEST FRIEND

REVIEW: SEA OF SOLITUDE

YOUR PICKS

- Siobhan Eardley, Editor-in-Chief

21

CONTRIBUTORS

22 HELPFUL LINKS

3


gLITCH: aN iNTRODUCTION

siobhan eardley

I have been writing about the relationship

between mental health and gaming more

than I ever thought I would over the past

few months, and I found myself thinking

about it constantly.

It isn’t something that is widely

discussed, and I knew there could be

more stories to be told that would be

different to mine. That’s why I reached

out to my followers on Twitter.

Initially, this project was only going to

be a few guest posts on my blog, but

because of the amazing response I have

had, I decided to make it into a full blown

project.

I have had a lot of writers interested in

collaborating with me on this, which is

amazing and I can’t wait to collaborate

with even more of you as the publication

grows. I am looking forward to getting

as many varied experiences as I can in

order to help as many people as possible.

The name ‘Glitch’ is primarily inspired by

Vanellope from Disney’s Wreck it Ralph.

She is constantly referred to as a ‘glitch’

in her game, seen as a nuisance and a

danger to others. However, as the film

reaches its conclusion, she overcomes

it and uses the glitch to her advantage.

This is what I wanted to focus on with

the name of this publication. I don’t want

it to be seen as a bad thing, I see my

anxiety as a glitch at times as it comes

on so suddenly and often physically

makes me wince, much like a glitch, it

can completely disturb what I am doing.

But I can overcome it, and this is what I

want to focus on.

The first edition of Glitch will be exploring

the general experiences of mental health

and gaming, from how it has already

been represented in games and my

contributor’s experiences with it.

4


I am hoping to continue the project

with a series of editions, each focusing

on a topic to do with mental health, for

example, loss, anxiety and many others.

Each issue will dive deeper into the

theme, exploring games that deal with

these topics and the experiences gamers

have when they go through these issues.

I want this series to be a positive thing for

the gaming community. I want to shine

a light on how gaming can be a positive

experience for those with mental health

issues. As I want to cover all aspects, I

will be focusing an issue on the negative

impact games can have on mental

health, and how we can combat this in

a positive way, rather than demonising

games.

In celebration of the launch of the first

issue, I will be taking part in a 24-hour

gaming marathon for Mind the UK mental

health charity on the 18th October. The

entire thing will be streamed on Twitch!

You can donate via this gofundme page:

www.gofundme.com/f/24-hourgaming-marathon-for-mind

This project is very personal

to me so I want it to be

respectful, helpful and I

would love it to bring

more awareness of the

issue to the gaming

community. I really

hope that I can do all

of these things, and I

am looking forward to

going on this journey

with everyone!

Photo: ‘Wreck it ralph’, Walt Disney Pictures, 2012.

5


Gaming addiction Becomes

Official Disorder

Earlier this year the World Health

Organisation (WHO) classified gaming

addiction as an official disorder in its

International Classification of Diseases

,the organisation’s official diagnostics

manual. They define the disorder as:

“Increasing priority given to gaming over

activities, to the extent that gaming takes

precedence over other interests and daily

activities and continuation or escalation

of gaming despite the occurrence of

negative consequences”.

The symptoms have to be present for

up to 12 months for the disorder to be

classified.

The initial response to this classification

by WHO has been mainly negative,

especially from the gaming community.

This community in particular comes

under a lot of negative press, and this only

seems to alienate the pastime even more.

all good things in life, moderation is key

and that finding the right balance is an

essential part of safe and sensible play.”

There are so many pro’s and con’s in

this debate and it all comes down to

how this classification is being used.

On the surface it feels like an attack on

the gaming industry, one that has come

under a lot of negativity over the years.

It is easy to be defensive but creating a

dialogue about the negative implications

of how gaming can get out of hand is

surely a positive thing.

We asked the gaming community on

Twitter to give their views on the news:

@TheRealViktorK1:

“There are many reasons that people

decide

The Global Video Game Industry

Associations released a statement in

response to WHO’s decision stating that:

6

“We encourage and support healthy

game play by providing information and

tools, such as parental controls, that

empower billions of people around the

world to manage their play to ensure it

remains enjoyable and enriching. As with

photo: anton porsche, pexels.com


to play games for hours a week, myself

included in this! Gaming for many is an

escape from the many problems of life,

gaming itself has helped me get through

depression. Also with the rise of digital

socialization many people play online

games to connect with friends from all

over the world. Another example from

my own experience is an old friend from

Denmark, who now has built up his own

game development studio of which he has

given me the role of PR and Marketing.

These friendships and connections made

through gaming is something that other

digital social sites often struggle to

achieve, Facebook especially being more

on the toxic side compared with online

games.

Gaming addiction should not be classed as

a disorder, it is if anything a symptom.”

@sambishoppp1:

“To me I don’t agree with it because of the

implications, but the thing it raises for me

is that gamers as a community are way too

quick to respond with knee jerk aggression.

We need to acknowledge how gaming can

be addictive, rather than dismissing any

and all criticism of our hobby. If we can

meet non-gamers halfway, then they’ll

hopefully do the same.”

The main issue with the classification is

that it leans quite heavily against gaming.

You could put the same classification on

reading, watching television, watching

films. So why has gaming been targeted?

With the popularity of games such as

Minecraft and more recently Fortnite with

children in particular, there is an increasing

concern from parents about how much

WHO, World Health Organisation, who.int.

time their children are spending playing

games. The issue perhaps isn’t purely the

games themselves, it could be an underlying

mental health condition that needs attention,

rather than focusing solely on the gaming

factor.

Whilst the classification could be suggested

to be wrong in pointing the blame at games,

it is good in that it could help parents and

doctors in diagnosing people’s mental health

issues that they might not have been aware

of.

You can find more information about the

disorder on www.who.int.

7


Remembering Etika

by Trent Ostrom

8

Desmond Amofah, best known as the

popular live-streaming gamer and

reaction YouTuber “Etika”, took his own

life on Saturday, June 22 at the age of

29.

Etika was best known for his Youtube

Channel “EWNetwork” where he live

streamed himself playing a variety of

games, with a specific focus on Nintendo

produced games and Pokémon. Outside

of his live streams, Etika was also

known for his reactions to Nintendo’s

annual “Nintendo Direct” conference

announcements, most notably

announcements for the Super Smash

Bros. franchise. He was also active on

multiple social media websites including

Instagram, Twitter, Facebook, Reddit,

Discord, and Twitch.

Etika founded his main Youtube Channel

“EWNetwork” in 2012 and consistently

had nearly a million subscribers.

Additionally, he had the secondary

Youtube channel “EtikaFRFX” where

he posted additional content. In Fall

of 2018, he began posting on social

media outlets such as Reddit and Twitter

regarding his mental health and suicidal

thoughts.

During his time on Youtube, Etika had

a very dedicated fan base known as

“JoyCon Boyz” and “9 Gang”. The

“JoyCon Boyz” name came from his love

of the Nintendo Switch and it’s JoyCon

controller. He was extremely interactive

with his fan base often responding to

their comments on his streams. His

larger than life personality often resulted

in subscribers sending him videos to do

reactions to. Etika would often react to

YouTube videos fans would send him or

video that were part of a compilation.

While video games was Etika was known

best for, many of his fans found his

reactions to videos to be his funniest.

Additionally, while Etika’s primary

video game interests were Nintendo

games and Pokémon, his fans wouldn’t

always buy it. In one instance, his fans

discovered that he was playing a game

of Minecraft. Ever since they saw him

play the game, they gave him a hard

time. Though he would insist over and

over again that he wasn’t, fans would

continue to troll him. Along with the

YouTube videos Etika would react to, he

also reacted to creative fan made videos

that highlighted that Etika was a fan of

Minecraft.

Since his passing, many of his fans

have made tribute compilation videos

of their favorite Etika moments.

Additionally, many gaming YouTubers


have paid homage

to Etika. Keemstar,

host of YouTube’s

drama alert and

long time friend of

Etika, offered to raise

money for Etika’s

funeral to help support

his family. In response,

Etika’s family wished

that the proceeds of this

stream go toward a mental

health organization of their

choice in Etika’s memory.

Photo: Etika/Instagram

This was only one of many cases where

Etika’s death inspired YouTubers to

donate, encourage others to donate,

and discuss mental health. Pewdiepie, a

fellow gaming YouTuber with the most

subscribers tweeted, “Hard to grasp that

he’s actually gone, left us way too soon.

You will continue to live in our hearts.

Rest in Peace Etika”. Etika’s passing

reached far beyond the YouTube as

major news outlets covered his story and

brought mental health to the forefront of

the news. While some have speculated

that his YouTube fame affected his

health is unclear. What is clear is Etika

will be missed by fans and YouTubers

alike and left a profound impact on the

community.

If you or someone you know is struggling

with suicidal thoughts, there are many

numbers you can reach out to:

UK:

Samaritans -116 123

Mind - 0300 123 3393

US:

National Suicide Prevention Lifeline at

800-273-TALK (8255)

If you aren’t in these two areas you can

find your local helpline on befrienders.

org

9


photomode

showcase

More and more developers are including an in-game photo-mode,

enabling gamers to adjust the field of view, aperture and a whole

host of other effects. As well as being able to capture epic moments

during game-play, in-game photography has truly taken off in the

gaming community, becoming a way to relax and show off why we

love gaming so much.

Glitch has put together a selection of our readers in-game

photographs to showcase how the medium can be used and the

varied shots thatcan be created!

Chris Munoz (munozc83)

Shadow of the Tomb Raider / Xbox One

10

Stranger Shin (Darkshinfei)

Horizon Zero Dawn / PS4


Mechxican

Assassins Creed Odyssey / PC

11


12

LouisyLou

Spider-Man / PS4


Wabdeerrer

Battlefield V / PC

Tag your photo-mode images on Instagram with

#GlitchPhotoMode, or email us at glitchonlineuk@

gmail.com for a chance to have your work featured in

our next volume or on instagram.com/glitch.online!

Niki (Smudgedhorizon)

Assassins Creeed: Odyssey / PS4 Pro

13


Gaming: My long lost best friend

ZOEY RIBBONS

14

Me and video games go a long way back.

From my earliest memories with a Nintendo

64, my relationship with gaming is a long

and complex one. The vast majority of my

life up until a few years ago was spent with

a gamepad in hand, exploring new worlds to

escape the reality I found myself in.

A reality where I was alone, confused,

anxious, and downright depressed. To the

outside world, I was someone who could quite

possibly be classified as addicted to gaming,

a disorder which has just been classified by

the World Health Organisation a few weeks

ago. I’m not someone who believes this

choice by the WHO to be the right one since

in my opinion humans can be conditioned to

become addicted to anything. I do, however,

understand the appeal of losing yourself in a

world that is not your own to numb the pain

of day to day life.

I suppose to understand how my fascination

with video games started you first need

to understand a little of my backstory. I

was born in 1993, right on the cusp of the

revolutionary switch from 2D to 3D graphics.

My parents separated when I was one year

old, with my Mother holding onto the fact

that my Father left her with a burning hatred

which bled out onto me and my sister. My

dad bought me a Nintendo 64 for my birthday

when I was 5, with Diddy Kong Racing being

a staple between us in those early years.

I went through 18 years of my life thinking it

was normal for boys to want to be girls, before

having the brutal realization that no, that

was not the case. I came out as Transgender

when I was 19, suffering from a lot of deeprooted

depression and anxiety before and

after that time. At least my doctors told me

it was just that. I was eventually diagnosed

with Bipolar disorder when I was 25, which to

me came as a relief due to years of living in

limbo, not knowing what was wrong with me.

As you can imagine, this was the perfect

mixture of circumstances to create someone

who was looking for the sweet fix of

escapism. I was unhappy and anxious at

home most of the time, so what better way

to ignore that than to shut myself in my room

with a PlayStation?

I was an outcast in my all-male social group

at school and lived an hour away from the

school itself, so I was never a kid who went

out to play until the break of night. I would

get home from school and the first thing

I would do was to boot up a game for the

night. I’d have a break to eat, and possibly

spend a bit of time with my family in the

rare moments that tensions weren’t running

too high. I didn’t need someone to tell me I

played a lot of games, I had the save data

utility of a PlayStation 3 to tell me.

The Elder Scrolls: Oblivion = 700+ hours.

Demon’s Souls = 600 Hours. Metal Gear

Online = Another 600. Fallout 3: 300

Hours. And this is just a select few games

from memory, for one console generation.

Weekdays, weekends, holidays, all the time.

If I was away from my main console for


too long, I wouldn’t get irate, just unhappy.

At least if I went on holiday I could bring a

portable console with me, but forcing me to

be away from even that… I would just be

miserable. I think my parents knew this. It

was clear to them I was an unhappy child

and teen. Even during the peak of “Video

games will ruin your children” hysteria of

the early to mid-2000’s, my parents would

leave me be. No restrictions on time, age

rating, or any specific content. They would

try and coax me out of staying in my room,

but nothing ever worked. Video games and

I were just synonymous with each other at

this point, and everyone around me knew

that.

While it might sound like I’m painting my

experience with games in a negative light,

that couldn’t be farther from the truth. I

consider my relationship with video games

in my youth to have played a formative role

on the person I am today.

Firstly, video games taught me to be

tenacious. After spending so much time

playing games, more so competitive

multiplayer during the seventh generation of

consoles, It’s safe to say I got pretty good

at them. Video games nurtured a drive in

me for competition, and more so, not giving

up. This all happened quite early on. My Dad

will never let me forget when I was a kid, no

older than 7, who cried in frustration over

and over when I couldn’t beat the final boss

of Diddy Kong Racing. Sure, I got angry with

games, and still did even in my teens. But I

never gave up, a trait which now applies to

all aspects of what I do in life. It’s a trait I am

extremely proud of.

The pride itself from being good at games

was also something that I held on to. It may

PHOTO: ‘DIDDY KONG RACING’, RARE, NINTENDO 64.

sound a bit sad, but for a kid going through

a pretty depressive and emotionally abusive

upbringing, being good at games made

me happy. If I’m being honest with myself,

video games were probably the primary

reason I wasn’t having nervous breakdowns

throughout my teens. I was a very lucky kid

in that I was very bright at school without

having to put in practically any effort. So I

could spend most of my time playing games

without the stress that I was messing up my

life in any substantial way. Being hooked on

virtual worlds was a pretty mellow vice in the

grand scheme of things, a fact I learnt quite

quickly upon going to university. Cannabis

and alcohol became my new favourite forms

of escapism during that time, starting the

journey of my break away from video games.

I barely made it through university with

a passing grade. Quite the fall from the

straight-A student who never had to try.

Unfortunately, it took me 4 more years from

graduation to reach a point in my life where

I considered “my life to be sorted out”. Video

games still stayed with me until then, but it

was never quite the same. As I grew older

and started asking myself why I felt the need

15


to escape all the time, I started to slowly

fix myself. Video games started taking a

back seat in my life to the point where my

experience with gaming from dusk till dawn

became a distant memory. It actually feels

like more like an impossibility for me now.

My relationship with video games is now

something far more casual. While I still

hold a deep love and admiration for them

in my heart, I tend to break up playing into

hour-long chunks or so before I start getting

bored. I’ve missed out on this entire console

generation, something which a teenage me

would have thought was an unbelievable

concept. I still follow the newest releases

with great curiosity, but will happily wait for

a game I’m interested in to go on sale before

I pick it up.

Even though I play games far less than I

used to, it’s not to say I am less interested

in them. Quite the opposite in fact, as I now

see games as being far more than simple

tools for me to run away to. Games for

me now are wonderful, curious things that

I will always have a deep-rooted respect

for. Whether it’s the visual beauty you see

in something from Supergiant Games, the

incredible storylines from a series such as

The Witcher, or simply the game design

of something quirky and fun like Enter the

Gungeon.

great cast of characters.

Video games are simply incredible. The

talent and passion that goes into creating

titles that can stay with you for a lifetime

is simply immense. We all have our own

personal relationships with video games,

and I would not change mine for the world.

Video games were there for me when I

needed them the most. They got me through

some incredibly difficult times, often when I

felt I had no one else to turn to.

Very few other mediums can claim to have

such impact on our lives as video games

do. Games can be whatever you want them

to be. Whether that be a tool to help switch

your brain off after work, a way to help you

see somewhere new and exciting, or just

somewhere to relieve a bit of stress. I’ll

always love video games, no matter how

old I get. I can’t wait to see what amazing

things come out next.

Games as art forms now act as a springboard

into my own creative mind. As an aspiring

writer and animator, where better to go to

find inspiration than a good video game?

Watch Dogs 2 was a recent release for me

that simply filled me with awe every time

I played it, from its beautifully coloured

rendition of San Francisco to the incredible

design, writing and performances behind its

PHOTO: ‘enter the gungeon, dodge roll .

16


Review:

Sea of Solitude

Siobhan Eardley

A FANTASTICAL & VERY PERSONAL

JOURNEY THROUGH MENTAL

HEALTH ISSUES

dEVELOPER: Jo-Mei Games

Publisher: Electronic Arts

Format: Windows, PS4, Xbox One

PHOTO: ‘SEA OF SOLITUDE’, JO-MEI gAMES.

I was only made aware of Sea of Solitude a

day after its release. But I was captivated

by the screenshots I was seeing from

the game and more importantly, I was

intrigued by its focus on mental health

issues.

Sea of Solitude is an adventure-based,

story-driven game. It follows Kay, a

young woman who is turned into a kind

of ‘monster’. In exploring a submerged

version of Berlin, she tackles various

issues in her life in the form of bigger and

more threatening monsters.

“The entire game was

incredibly beautiful,

equally serene and

haunting”

The game is part of an emerging (and

welcome) trend of games that tackle the

topic of mental health, ones that often

produce an emotive experience for the

player. Sea of Solitude is no exception.

The game feels so personal, which is

something to be admired, as I think a lot

of us know how much courage it takes

to tell your story in such a public way,

but not just that, have people playing

through your experiences in such detail.

I did think at first that the concept of

the ‘monsters’ could potentially be

problematic, in that we have to vanquish

the demons inside, rather than managing

and living with them, however, as the

game progressed it made sense, and

again it is a very personal interpretation,

so who am I to dictate how people view

their own mental health issues?

17


The game isn’t a massive challenge,

there was one moment of pure

frustration for me that was more of

an annoyance than anything, mainly

because nothing like this had happened

in the game previously. Yet, narratively

it made sense, after all, dealing with and

having issues with mental health can be

frustrating; so they do work within the

context of the game, rather than just

feeling like a pointless and irritating

mechanic.

Overall, Sea of Solitude was a strong

entry into the world of video games

dealing with mental-health issues. It was

a sublime and very personal struggle

that is relatable and brutally honest that

doesn’t get too emotionally draining,

ending on a very hopeful note that I think

could have a positive impact on many.

18

The main element of this game that

surprised me most was how much it

focused on the other people in Kay’s

life and the message that emerged

toward the end of the game was a

completely different one to what I

was expecting, which was great.

The game is more about taking

care of yourself first, rather than

trying to fix everyone else, and

I think the way that the game

did this was excellent and the

way Kay works through each

obstacle is a wonderful visual

metaphor.

Herein lies the games biggest

strength, its visuals. The entire game

was incredibly beautiful, equally serene

and haunting. The cel-shaded style

works so well in this world, making it

feel like it is in Kay’s mind rather than

what her reality looks like. This paired

with the incredible score made Kay’s

surroundings feel entirely dream-like.

photo: authors screenshot, ‘sea of solitude, joi-mei games.


Your picks

By Corey Hauck

We asked Glitch’s readers about the best

games themed around mental health or

games that have helped them through their

mental health issues.

For our first issue Corey Hauck gave us his

picks...

Limbo

You start the game alone in the world

surrounded by violence and it’s

a great depiction of loss and grief. The world

is dark and dreary and there is no one to help

you. The same aspects that form when you

experience loss. You feel alone and everything

around you seems empty. The gameplay is all

about problem solving, and has an open ending

to be left up to the players interpretation.

PHOTO: ‘LIMBO’, PLAYDEAD.

Fallout 3

One game that has helped me

tremendously is Fallout 3. I

played that game personally when I was going

through a depression a while ago. I went on

the quests to help random NPCs in the Capital

Wasteland it made me feel better. I know they

aren’t real, but helping them helped me. The

moral aspect of the game is great for boosting

personal moral. You are immersed in this world

and forget about the real world around you.

PHOTO: fALLOUT3, BETHESDA game studios.

19


Presentable Liberty

This game is

a fantastic

depiction of depression, isolation and anxiety. In

this game people reach out to you, but you can not

physically reply as much as you want to, you can’t

because you are trapped in a cell. While in this

prison you start to lose the people you care about

most at the time. The big question is are any of the

events that take place in the game real or not?

photo: presentable liberty, wertpol.

Civilization 4

When I feel like I’m

losing control of my

life and starting to spiral downward this game

has helped me by giving me control of a country.

Creating a lasting country where everyone in it is

happy made me feel like once again I had some

control.

photo: civilisation 4, gamebryo.

Journey

A beautiful game with great

visuals and music. The music

and atmosphere is really calming. It is all about

overcoming obstacles. It is also a short game so

you don’t feel like you’ve wasted the day playing,

but so what if you did because it is helping you

figure yourself out.

photo: journey, that game company.

20


cONTRIBUTORS

Editor-in-Chief:

Siobhan Eardley

Writers:

Zoey Ribbons

Trent Ostrom

Corey Hauck

Layout/Graphic Design:

David Sampson

Patrons:

Jardiel Pinto

@PulpCereal

Lucy Buglass

@LGTHBlog

Rosa Parra

@rosareviews

Miranda King

Tom Wray

Marianna Lovegood

@Mar451

Peter Shaw

@pjshaw192

Aaron Mace

@ammace

Thank you so much for reading the very first volume of Glitch. This

wouldn’t be possible without the contributions from all of you!

If you have any ideas for reviews, features etc. and would like to have

your work featured in the next volume of Glitch, get in touch via email:

glitchonlineuk@gmail.com.

The next volume will be themed around loss.

21


uSEFUL SOURCES

WEBSITES

mind.org.uk

anxiety.org.uk

befrienders.org

menshealthforum.org.uk

youngminds.org.uk

time-to-change.org.uk

who.int

APPS

Headspace

Stress & Anxiety Companion

Elefriends

22


I would like to thank all of my patrons, your investment and

encouragement means the world to me.

To Dave for being my graphic designer, ‘idea bouncer offer’

and personal hype-man.

My Mum for being my proof-reader and emotional support

& my Dad for introducing me to the wonderful world of video

games this wouldn’t be possible without you.

To all of my Twitter followers, thank you so much for being

so supportive of this venture when it was in its infancy.

To you the reader, thank you for reading this and I hope this

can help anyone in any way!

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