Can Online Game-play Improve Mental Health?

Research done by experts at Oxford University shows that online game-play helps keep players' mental health issues in check. It concludes that online games act as good distractors from pain and psychological trauma. Online game-play can also help people dealing with mental disorders like anxiety, depression, ADHD and PTSD by aiding mental health recovery. Moreover, they discovered that different online game experiences give a positive boost to mental health. The study showed that players exhibit a high sense of well-being and mental energy.

A Mental Health expert Peter Tarbuck, who advocates positive actions and problem solving as major factors in mental well being, recorded this short video on this specific subject. The Sanguine Writing House role playing detective mystery games require positive thinking and problem solving to ascertain who the culprit is and solve the puzzle.

Peter launched a private group on Facebook where he tells his story about dealing with mental health and encourages conversation to create positive outcomes. Peter created the video below to emphasise the importance of problem-solving and using the brain to combat mental health issues, which endorses our Role-Playing Detecive Mystery games in helping Mental Health Issues.

Please watch this video, and if you're interested in joining Peter's private Facebook group, all details of how to do this are after the video.


On his private Facebook group, Peter says “Back when I was a kid, probably about 9 or 10. The bullying started. Skeletor they called me. Goofy they called me. Spekky they called me. Clarke Kent they called me. It wasn’t physical bullying, it was mental. Every day. For months, and months, years in fact. Other kids thought it was ok. I tried to give it them back but deep down it hurt. A lot. 

**********************************The Full Story available to group members********************************

Don’t suffer in silence. Talk. Talk talk talk. It helps, trust me. ... Enjoy the good times. Stay humble and be kind, always.”

     Peter Tarbuck

 To request to join Peter's private Facebook group where you can read Peter’s story in full, email Peter on pbtarbuck@gmail.com

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 It has been proven that there are numerous benefits to mental health through online game-play, one of which is mental stimulation.

Mental Stimulation helps you improve your mental health as almost every part of your brain is tasked with a specific function, therefore, helping you achieve higher-level thinking; depending on the complexity of the game, you will have to plan, strategise and solve the mystery. This helps you improve and develop your critical thinking skills.


Online game-play leads to a feeling of accomplishment; most games have a goal or, for lack of a better term, pre-set objectives. Upon achieving them, this gives you a sense of fulfilment. In Mystery games, you need to crack the case. Feelings of accomplishment help the route to mental health recovery. These emotions are enhanced by social interaction and engender feelings such as trust and friendship. This social interaction can act as a distraction from stress and psychological trauma, encouraging bonding between players.

Online game-play helps boost your mood and has a positive effect on emotional resilience. Regardless of whether your motive for playing an online game is blowing off steam or making friends, it is a great way of boosting your mental well-being. 


Many people previously untouched by depression, anxiety and other mental health issues have found themselves struggling through the increased isolation of lockdown. Whilst many have benefited from working from home, with no long commute to the office, the downside is fewer opportunities for stress-busting banter with colleagues. There have been separate studies by Columbia University School of Public Health in New York, and Oxford University here in the UK, that show a direct correlation between game-play and improved mental health. Indeed, Andy Przbylski, director of research at Oxford Internet Institute, has shown how online game-play positively impacts our mental health. 

 The Sanguine Writing House supports mental health and works with mental health professionals to improve our online game-play offerings in line with our company mission statement and vision to make a difference.

 


The Sanguine Writing House was born out of a desire to help people with mental health issues, and everyone who has played one of our games has reported an increased sense of well-being both during and after the game. News that there is research backing this up is music to our ears.

Mental health is a subject that is close to our hearts here at The Sanguine Writing House, which is why we have pledged to give 5% of our turnover to mental health charities.

"I think it's a great concept and solution for people who struggle with mental health and not. In these times we are all feeling a bit lonely and having a way to be together forgetting the empty weeks we are living, it's a wonderful thing." - Guilia


Kevin Carter, a UK actor from Liverpool, contributes to mental health awareness by producing and appearing in videos highlighting common mental health issues. These videos are made to show there is help available and no matter how low you feel you can always reach out and get help. Created by Deceny Ubazotani's company "Mental Health with Decency".

Death by suicide is the major cause of premature death among people with mental illness and up to one in 10 people affected by mental illness die by suicide themselves. Studies indicate 6.7% of Britons have tried to die by suicide at some time in their lives.

It is thought that around 87% of people who die by suicide suffer from mental health illnesses. These people usually feel extremely isolated and alone and believe no one can help them or be able to understand their pain.

6,154 Britons died by suicide in 2018: Depression is likely to be a major cause in many cases. Many people who have died by suicide have experienced depression or bipolar disorder. For every person who dies from suicide, at least another 30 people try to die by suicide.

Data published by the Office for National Statistics on 1 September showed that in 2019 the suicide rate among men and boys was 16.9 deaths per 100 000, the highest since 2000 and slightly above the 2018 rate of 16.2 per 100 000. The suicide rate among women and girls was 5.3 deaths per 100 000 in 2019, up from 5.0 per 100 000 in 2018 and the highest since 2004.

Medical intervention, counselling, appropriate social support and time will prevent many who have considered dying by suicide by following through on these ideas and/or plans. Many of these people will go on to live full and productive lives.

TRIGGER WARNING The video below contains scenes that some might find upsetting.



Self-harm: a deliberate action someone takes to physically harm themselves, such as by cutting, burning, or taking harmful substances; it is seen in some forms of mental illness and increases the chance of suicidal behaviour.

  • express something that is hard to put into words
  • turn invisible thoughts or feelings into something visible
  • change emotional pain into physical pain
  • reduce overwhelming emotional feelings or thoughts
  • have a sense of being in control
  • escape traumatic memories
  • have something in life that they can rely on
  • punish themselves for their feelings and experiences
  • stop feeling numb, disconnected or dissociated (see dissocation and dissociative disorders)
  • create a reason to physically care for themselves
  • express suicidal feelingsand thoughts without taking their own life.

After self-harming you may feel a short-term sense of release, but the cause of your distress is unlikely to have gone away. Self-harm can also bring up very difficult emotions and could make you feel worse.

Even though there are always reasons underneath someone hurting themselves, it is important to know that self-harm does carry risks. Once you have started to depend on self-harm, it can take a long time to stop.

© Mind. This information is published in full at  https://www.mind.org.uk/information-support/types-of-mental-health-problems/self-harm/about-self-harm/

TRIGGER WARNING The video below contains scenes that some might find upsetting.


 

 


It is easy to get help; listed below are a number of Mental Health Charities to contact if you need someone to talk to:

Anxiety UK: 03444 775 774 (Monday to Friday, 9.30am to 5.30pm)

Bipolar UK: Website: www.bipolaruk.org.uk

CALM CALM: 0800 58 58 58 (daily, 5pm to midnight)

Men's Health Forum: 24/7 Website: www.menshealthforum.org.uk

Mental Health Website: www.mentalhealth.org.uk

Mind: 0300 123 3393 (Monday to Friday, 9am to 6pm)

No Panic: 0844 967 4848 (daily, 10am to 10pm).

OCD Action: 0845 390 6232 (Monday to Friday, 9.30am to 5pm).

OCD UK: 0333 212 7890 (Monday to Friday, 9am to 5pm)

PAPYRUS: 0800 068 4141 (Monday to Friday, 10am to 5pm and 7pm to 10pm, and 2pm to 5pm on weekends)

Rethink: 08088010525 (Monday to Friday, 10am to 4pm)

Samaritans: 116 123 (free 24-hour helpline)

SANE: www.sane.org.uk/textcare

The Nix: 08088084994

YoungMinds: Parents' helpline 0808 802 5544 (Monday to Friday, 9.30am to 4pm)

NSPCC: 0808 800 5000 for adults concerned about a child (24-hour helpline)

Refuge: 0808 2000 247 (24-hour helpline) 

The Sanguine Writing House believes in Improving Mental Health through Game-Play. As such, we support mental health charities by contributing 5% of our turnover. If you would like to become one of our mental health partner charities, please email us on enquiries@tswh.co.uk