THE SAFE IN OUR WORLD CHARTER
The main aim of Safe In Our World is to create worldwide Mental Health awareness within the video game industry and beyond. To eliminate the stigma surrounding it, to make it a natural thing to discuss the issues and to promote dialogue so people are not afraid to reach out for help if they need it.
To help people who don’t suffer from mental health issues understand the subject, identify the symptoms, the signs, and the related problems so they are better equipped to help others in a pro-active and educated way.
To provide an evolving and engaging website, SafeInOurWorld.org, which will become a worldwide hub for information, news, features, videos and support of all subjects focussing on mental health in the video games industry; including hero stories of key people and their own personal battles.
Safe In Our World will mobilise the video games industry to help promote the charity and the message, asking them to place the brand and links in key places throughout their organisations and their consumer facing outlets.
To promote Fractured Minds and Emily Mitchell as a vehicle to get the message out about mental health issues, and how it can be overcome in many positive ways, and to generate income via sales of Fractured Minds so that a permanent team of can be employed to add momentum and resources to SafeInOurWorld.org.
More importantly, the charity is asking the industry to lead by example; to really embrace the subject matter of mental health in the workplace and look at training key members of staff in mental health issues, and to adopt and integrate a Mental Health in the Video Game Workplace Guideline, being created by Safe In Our World in the coming months. The Mental Health in the Video Game Workplace Guidelines will also be invaluable for content creators and online communities. The Safe In Our World brand should be a statement that they really care about the mental health of their audiences.
The video games industry is a creative industry and what better way to promote positive discussions about mental health than through creative competitions. Creating video games, videos, creative writing and art; these are all areas that will see global competitions set up to stimulate the audience and show the world the topic of mental health as seen through the different perspectives of the creators.
Safe In Our World will conduct primary and secondary research into the effect of video games and mental health issues, with an initial goal to investigate the connection between these subjects, and to discover if there are benefits or negatives.
Safe In Our World will lobby the United Kingdom’s Government to present to them a true understanding of the power of video games as positive medium to help people with mental health issues. It will challenge the Government to open up dialogue with the aim of creating a better support infrastructure to help those with mental health problems. This policy will be extended to other countries, and discussions started within other Governments whenever possible.
Finally, Safe In Our World will also work with other organisations globally to help reinforce the message and support combined efforts to drive mental health awareness.
This is our Charter; this is for starters| Please support this journey | Be Safe in our World.