Safe In Our World reveals game-changing collaborations and mental health initiatives in its first-ever public Impact Report
Posted: 18 Jun 2026Safe In Our World has just released its Impact Report 2025 – 2026, a breakdown of all the mental health initiatives our charity has delivered over the last 12 months – supported by our trustees, patrons, partners, ambassadors, and friends across the video games industry.
This is an exciting announcement for us! Something we’ve wanted to do more as a team is shout about all the cool projects and important work we get to do as a mental health charity in the video game industry. And what better way to celebrate a year of exciting creativity, campaigns, and collaborations than with an Impact Report?
Mental health in the video game industry
The video game industry has a big burnout problem. The pressure to perform, to crunch, to deliver in the face of job insecurity – it’s having a significant impact on the mental health of the people making our industry tick.
It’s a tough thing to lose that spark – the very thing that makes your imagination run wild and allows creativity to blossom. With over 3,000 games industry professionals already made redundant in 2026, it’s even harder to hold on to your passion and protect your mental health.
That’s why what we do is so important, so vital, to the health of our industry. Safe In Our World is answering the need for mental health training and resources in our workplaces. We’re increasing awareness and providing practical tools to boost workplace wellbeing across the global games industry.
We’ve been working to protect your mental health
Since Safe In Our World was established, we’re proud to have supported 70,000+ employees across the video game industry with free mental health resources. Our charity has now trained over 400 video game industry professionals in mental health awareness, delivering $450,000 in free training to date.
“Individuals and organisations have felt the instability and mounting pressures that threaten jobs, businesses, and livelihoods. We believe no one should be left to face mental health challenges alone.” – Sarah Sorrell, Charity Director
Last year, Safe In Our World launched the games industry’s first-ever mental health accreditation, the Mental Health Star Accreditation. This flagship offering represents a significant step towards recognising the companies driving positive change in mental health within the industry. It also provides practical tools and insights on how companies can better support their employees.
We’ve also given our Level Up Mental Health programme an overhaul this year, to further reduce barriers to information about mental health and workplace wellbeing. Our monthly live webinars are now open to all, with a catch-up service and additional mental health resources available exclusively to our Level Up partners.

Sky (Head of Programmes) and Sarah (Charity Director) attending gamescom to bring mental health resources to the games industry.
We support gamers with their mental health
Safe In Our World has also been working hard this year to improve the mental health tools and resources available to gamers. In 2025, we collaborated with Ubisoft to deliver three downloadable resources for kids, teens, and parents (available in five languages). The Good Game Playbooks help young people navigate online toxicity and protect their mental health while playing online games.
And this year, we teamed up with AbleToPlay to introduce a new category on the game search platform, helping players find games that align with their mental health needs and interests. Headspace launched in May, and gives gamers the ability to discover games that share educational insights about mental health, centre mental health in their narratives or design, or can directly help the player’s mood.
“Thousands of players have found games with the new Headspace category. Players have told us this new category is a game-changer – a seriously positive source of support for their needs.” – Arman Nobari, Co-founder of AbleToPlay

Safe In Our World team and volunteers attending RuneFest 2025 to bring mental health resources to gamers.
A new chapter for Safe In Our World
Safe In Our World is excited to start another chapter in our charity’s story. As the video game industry grows and changes, so will we, adapting to the needs of those who play games and those who make them.
Going forward, we’re focusing on building strong foundations for our charity’s future and amplifying our existing work to ensure everyone can benefit from our free mental health tools, training, and resources.
We’re also excited about securing new revenue streams and partnerships, so if you’re thinking maybe my games company would look good in Safe In Our World’s Impact Report next year (and if you weren’t, you are now), then get in touch.
But most of all, we’re committed to continuing our mission and boosting support for gamers through new mental health initiatives. It’s why we’re here, it’s what we do, and we feel honoured to do it.

The Safe In Our World team raising awareness and providing mental health training and resources at Develop:Brighton 2025.


