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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!