In 2022, World Health Organization (WHO) officially considered the vice in games as a mental illness. In South America, the situation is startling already. Children, young ones, and … read moreeven adults stay uninterrupted hours in front of the computer or, in extreme situations, for days. This causes a deficit in their personal and professional lives like emotional damage, demotivation at work, and social phobias.
Agency: Faculdade Satc
THE IDEA
We invited some gamers from different places and trained them for a difficult mission: Share their own experiences with other players, and show how important is to seek help from a specialist when they are in need for assistance. For 30 days and about 200 hours, the CVV PLAYERS joined in more than 10 different types of games and talked openly about mental health.
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