Players, Take (Self-)Care: Bringing Humanistic Psychology into a Game Jam about Mental Health
summary
A week‑long remote game jam hosted by the National Videogame Museum engages 19 participants using a Caring Systems toolkit (workbook, ideation cards, template), diaries, pre/post surveys and interviews; organisers slow the pace and allow non‑finished prototypes. Thematic analysis finds two concrete outcomes: a small emergent community that expands how self‑care and games are understood, and collective work in unlearning normativity that produces caring, non‑outcome games and actionable design opportunities for future jams.
AI-written summary · about
related talks
55mWhy Game Jams?
58mExperience, Agency and Authorship: The Evolving Face of Story-Driven Game Design
25mMaking friends with my phone
49mSimulation exercises through the lens of play
10mMicrotalk - Developing A Community, Miles Away From Home
43mAmanda Nicole Curtis | Compass UX Session 2025
49mDiscussion panel “Social Impact of Games”
08m“Conversations with pigeons”: Capturing Players’ Lived Experience of Perspective Challenging Games
