Mental Jam

Co-creating

video games ​about

mental health

We are a games studio dedicated to ​creating impactful experiences that ​explore mental health. Our work ​originated as PhD research project, and ​we invite you to join us on this journey ​of discovery and transformation.

Games

These games are co-created with people about their lived experiences of depression and anxiety.

Content Warning: Please think carefully about whether the time is right for you to engage with these games. The games include accounts of depression ​and anxiety. If for any reason you aren’t in the right frame of mind to play these, you may decide not to play.

Research

Mental Jam originated as a Creative ​Practice Research at RMIT University, ​where I applied participatory action ​research to co-create video games with ​participants about their lived experiences ​of depression and anxiety as a form of ​creative self-expression.


Participatory video game development ​has been found to have therapeutic ​benefits. Video games have immense ​potential in the field of mental health, ​because they can benefit players by ​improving cognitive, motivational and ​emotional behaviours.

Talks and Publications

Channel 7 - House of Wellness

Freeplay 2021

GCAP 2021

as seen on

Hello!

I’m Michelle

(and I’m a Dr. ​in Video Games)


About

Back in the Philippines and Taiwan, I was working as a ​programmer in the games industry for a long time. However, my ​personal struggles with depression and anxiety made me quit ​my job and move to the other side of the world.


In 2016, I moved to the UK to study video game design. While I ​was there, I realised that this was my opportunity to do ​something meaningful. I decided to make a game about my ​experiences of depression, it’s a point and click game about the ​everyday life of someone living with depression where even the ​simplest things like waking up in the morning or making ​breakfast is a challenge. While I was making the game, I didn’t ​want it to be just my experiences, so I asked other people about ​their experiences of depression. I had over 100 contributions of ​people sharing their very personal stories, and although it ​makes me sad that so many people were going through those ​things, it also made me feel less alone.

Making a game about my personal experiences helped me ​open up about my struggles for the first time, and that inspired ​me to do a PhD. For my research, I co-create video games with ​people about their lived experiences of depression and anxiety ​as a form of self-expression to raise mental health awareness. ​My co-creators can contribute to the games in different ways, ​such as the narrative, the design, the art or the music and ​sound.


Since graduating from my PhD, I have been pivoting Mental Jam ​into a social enterprise, because I believe in its potential to help ​even more people. I joined different incubator programs, such as ​Creative Cooperative’s Anyone Can, Blackbird Giants, PressPlay, ​RMIT Activator FounderHub and LaunchHub, and HEX Ho Chi Minh ​Entrepreneurship Exchange Program sponsored by City of ​Melbourne.


We are currently developing a new game and looking for more ​people to make games with us.