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Safe In Our World

Association6 reports

UK mental health charity for the games industry and players; runs the Level Up Mental Health programme for studios and publishes toolkits and annual impact reports.

Documents

Cover of Impact Report 2025-2026
Report23 pages

Impact Report 2025-2026

Safe In Our World is a registered charity in England and Wales that supports mental health across the global games industry and gaming communities.

  • The Year In Review section reports that over 500,000 accessed its hub of lifesaving information and 70k employees were supported with free resources.
  • The 2026 Charity Bundle raised $263,582 and was described as the most successful bundle in six years.
  • The Mental Health Star Accreditation is described as the video game industry's first and only certificate demonstrating exemplary mental health and wellbeing practices in the workplace.
Safe In Our WorldJun 2026
Cover of Mental Health Guide for Community Managers
Report8 pages

Mental Health Guide for Community Managers

A toolkit from Safe In Our World offers guidance for Community Managers on maintaining their wellbeing.

  • The guide states that burnout is all too prevalent in the games industry, and that many Community Managers feel doing a good job means being available 24/7.
  • The document says that practising mindfulness is proven to reduce stress, and recommends building it into a daily routine.
  • Regular sleep, a healthy diet and regular movement are stated to positively impact cognitive function and overall wellbeing.
Safe In Our WorldJan 2026
Cover of Level Up: Employer Toolkit
Report16 pages

Level Up: Employer Toolkit

Level Up: Employer Toolkit is a guide from Safe In Our World, a mental health charity serving the games industry, intended to help employers implement workplace mental health and wellbeing practices.

  • The toolkit reports that 61% of games industry professionals have experienced crunch, and it presents stress risk assessment as a starting point for improving employee wellbeing.
  • The toolkit stresses that shared documentation does not guarantee shared knowledge, so employers should repeatedly signpost existing support through company-wide communications.
  • The document recommends that employers regularly review and refresh a written mental health policy so employees can access accurate information on available support.
Safe In Our WorldSep 2025
Cover of Workplace Accessibility Toolkit: A Guide for the Games Industry
Report13 pages

Workplace Accessibility Toolkit: A Guide for the Games Industry

The Workplace Accessibility Toolkit is a guide for the games industry, created by Safe In Our World, a video games mental health charity, in collaboration with Easy Surf and Radderss, and last updated in May 2025.

  • The JAN survey cited in the toolkit found that 56% of employers spent nothing, $0, on implementing workplace accommodations.
  • Only 7% of employers in the cited JAN report reported ongoing accessibility costs, with the rest being one-time expenses.
  • The toolkit recommends responding to accessibility feedback quickly, ideally within 48 hours, and providing a clear timeline for any actions.
Safe In Our WorldMay 2025
Cover of Positive Play Guide: 2024
Report12 pages

Positive Play Guide: 2024

The Positive Play Guide is a toolkit produced by Niantic and Safe In Our World to illustrate the physical and mental health benefits of community play, using real-world examples and insights from the Niantic community.

  • The guide cites research showing that 77% of boys play online games with their friends at least once a month.
  • The document states that an individual's sense of community promotes positive wellbeing, citing a source.
  • The guide states that online spaces can be especially beneficial to individuals who struggle with in-person interactions.
NianticOct 2024
Cover of Good Game Playbook: Toxicity, Tilt and Coping in Online Gaming
Report11 pages

Good Game Playbook: Toxicity, Tilt and Coping in Online Gaming

This Ubisoft playbook, made in collaboration with Safe In Our World, is a guide to managing in-game toxicity.

  • For every six adult players, five have experienced harassment in online games.
  • The document reports that 71% of adult players have experienced abuse, including physical threats, stalking and harassment.
  • Toxicity is linked to players quitting: 28% of young players are reported as quitting video games.
UbisoftNov 2023

Do you work at Safe In Our World? Get a free report of how these documents are read and cited here.