PROJECT SEMICOLON RESEARCH

“You Were There When No One Else Was” – A Study on Mental Health Awareness and Impact in Gaming Spaces

These insights will guide future Project Semicolon programming and advocacy, and we hope they serve as a wake-up call for systems meant to care for those in pain.

Executive Summary

For millions of young people, video games are more than a pastime—they are social hubs, identity-shaping arenas, and sometimes, safe spaces. In 2022, Project Semicolon partnered with Respawn to launch a semicolon badge in Apex Legends, reaching millions of gamers worldwide. This study explores how mental health messaging in gaming spaces influences awareness, peer support, and crisis behavior among youth and young adults.

Data from over 1,200 participants, primarily aged 13–30, reveals that in-game mental health symbols and messages are not just noticed—they matter. They create conversation, reduce shame, and sometimes serve as a lifeline when other support is missing.

2. Methodology

Study Design
Mixed-methods study assessing user engagement with in-game mental health features and their psychological/social impact.

Data Collection

  • Timeframe: February 20, 2023 – August 30, 2023

  • Participants: 1,243 individuals

  • Methods:

    • Online survey distributed through PS channels, Reddit, Discord, and gaming communities

    • Open-ended responses + multiple-choice survey

    • Follow-up interviews with 31 self-identified gamers

    • A focus group of 12 youth who received the Apex Semicolon badge

Demographics Collected:

  • Age, gender, gaming habits

  • Familiarity with Project Semicolon

  • Badge visibility, emotional impact, and behavioral outcomes

  • Whether respondents sought or offered mental health support


3. Participant Overview 

Demographic Category% of Participants
Age 
13–1726%
18–2443%
25–3019%
31+12%

| Gender Identity | | | Male | 64% | | Female | 29% | | Nonbinary/Other | 6% | | Prefer not to say | 1% |

Time Spent Gaming Weekly
0–5 hours
6–15 hours
16–30 hours
30+ hours

4. Key Findings

1. The Semicolon Badge Was Widely Seen and Understood (81%)

“I saw it and immediately knew what it meant. It made me feel less alone.”

A vast majority of participants remembered seeing the semicolon badge and recognized it as a mental health or suicide awareness symbol—without needing additional explanation.

2. In-Game Symbols Sparked Conversations (59%)

“My teammate asked what it meant. I told him my story.”

Over half of respondents said the symbol prompted private chats or group discussions about mental health—often in real time.

3. Gaming Spaces Felt Emotionally Safer When Mental Health Was Acknowledged (46%)

“It made me feel like this game actually saw me.”

Participants reported that the presence of mental health symbols made their gaming community feel more accepting and supportive—especially for those already struggling.

4. For Some, It Was a Lifeline (21%)

“That badge kept me from logging off forever that night.”

One in five reported that seeing the badge or engaging in a mental health conversation in-game helped de-escalate a moment of distress or suicidality.

5. Gamers Want More Integration of Mental Health Tools (67%)

“If there were check-ins, guides, or links in the game, I’d use them.”

The majority expressed interest in future in-game features: safety plans, peer chat prompts, resource lists, or mental health profile badges.


5. Quotes from Participants

“We don’t talk to parents or teachers. We talk in party chat. And when someone opens up there, it means everything.”
— 17-year-old male, Ohio

“Gaming saved my life more than once. The semicolon made that connection real.”
— 24-year-old nonbinary participant, Canada

“A guy on my team told me he got the badge for his brother who died. We played three more games and just talked. It helped.”
— 19-year-old participant, Germany

“I’ve never been to therapy. But I’ve stayed alive because of my gaming friends.”
— 22-year-old female, Florida


6. Implications and Next Steps

Gaming platforms are not just play spaces—they’re mental health ecosystems. This study confirms that when mental health is acknowledged inside games, it creates real-world impact.

Recommendations:

  • Expand partnerships with game developers to include PS content, symbols, and interactive features

  • Pilot in-game tools like one-click access to crisis resources, mood check-ins, and support groups

  • Support gamer-led communities with moderator training and resource kits

  • Create a youth advisory panel to co-design mental health tools that fit authentically within gaming culture


7. Acknowledgments

To every player who stayed alive one more game, one more night—your courage matters. You are not just surviving; you are helping others do the same.


8. Contact

Game developer or gamer looking to collaborate? Let’s build the future of mental health in gaming together.
📧 research@projectsemicolon.com

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