You're probably familiar with tired cliches around gaming culture in the media... that video games are violent and damaging. That they're for children, or society's outcasts; for the lazy and those without purpose. Joe Donnelly is here to tell you that video games, in fact, save lives. They saved his.
Inspired by his own experience navigating depression following a tragic personal loss, Checkpoint reflects on the comforting and healing effect that entering into new digital worlds and narratives can have on mental health both personally and on a wider scale. From the big-budget triple A studios, to the one-person indie set-ups, there are thousands of eye-opening games exploring human complexities overtly and subtly all waiting to enthral and comfort players old and new.
Through exclusive, in-depth interviews with video game developers, health professionals, charities and gamers alike, Joe makes the case for the vital value of gaming culture and why we should be more open minded and willing to pick up a controller if not for fun, for the well-being of ourselves and our loved ones.
Joe Donnelly is a Glaswegian journalist, writer, video games enthusiast and mental health advocate. He has written about both subjects' complex intersections for The Guardian, New Statesman, VICE, PC Gamer and many more, and believes the interactive nature of video games makes them uniquely placed to educate and inform. His book Checkpoint considers the intersections of video games and mental health.
I knew that this book had potential when I picked up, but I was absolutely blown away with this.
The author deftly intersects videogaming and mental health through heartfelt introspection and interviews with those in the industry and typical gamers. The way he speaks about his own struggles spoke profoundly to me personally. Utterly authentic.
A perfect antidote to the prevailing media wind that games are detrimental to our mental health. Joe speaks a truth that anyone who plays games know - they can be healing, sociable, beautiful and life-affirming. I am thrilled to see this point of view explained so well, and so meaningfully, through the author's experiences.
Really powerful, informative, and relatable. The author weaves together his personal experience with the wider context effortlessly, and with a layer of genuine love and appreciation of video games that you don’t often see in the media.
Star lost purely because there were simply too many typos for me to tolerate. One or two to be expected (especially from an indie press), but there were multiple instances a chapter and it was throwing me for a loop.
I love how Joe covers every aspect related to mental health and video games. From describing the games that helped him and how they were developed, to discussing the issue of representation and mental health-related problems within the industry. Perfect for casual, hardcore gamers or anyone interested in the topic. Honestly, just read it!
Interesting book about the value of video games in helping with mental health. A different take on the more usual news stories about video games cause addiction, violence & lack of social skills. The author has suffered from mental health issues during his life, and uses his experience plus stories of others to illustrate how games can help provide release, insight, a sense of community, an escape, and other benefits. It’s an interesting read.
well researched with good personal experience to guide the narrative. i will always advocate for how video games help people and this book brought the statistics and game dev insight on that