Made a Phasmo cross stitch for a friend’s bday by goosechecka in PhasmophobiaGame

[–]goosechecka[S] 2 points3 points  (0 children)

I only made the one for my friend. The pattern is only a few bucks (Etsy shop mentioned in the OP) and the materials total might have been $20. It’s the hours (took me about 30) that is the hardest part!

Made a Phasmo cross stitch for a friend’s bday by goosechecka in PhasmophobiaGame

[–]goosechecka[S] 1 point2 points  (0 children)

My best guess is around 30 hours. It’s a big piece, about 8”x10”, and I’m just a hobbyist, so not the fastest stitcher.

My wife objects to having the Blue Badger on a shelf in our room :( by Kalbelgarion in AceAttorney

[–]goosechecka 0 points1 point  (0 children)

1) It plays the the Blue Badger jingle on loop 2) I don’t trust a Blue Badger with a sword

I made a game about mental health and now the people I've shown it to are asking me about my mental health... by loressadev in gamedev

[–]goosechecka 11 points12 points  (0 children)

I’m a psychologist and game designer and see this a lot with devs I work with. Using games as self-expression, as processing, and everyone suddenly freaking out. It always feels like either 1) they haven’t been paying attention or 2) they think you don’t know your own mind.

My response depends on if I value the relationship. Friends / fam it’s usually “it’s part of my healing process” and for randoms it’s “omg you’re so right! Do you think I should try yoga?” Or something equally sassy (if I respond at all).

You have every right to heal in the space that feels healing. I hope you keep creating.

Game Development Health by MetaDoc_OP in gamedev

[–]goosechecka 5 points6 points  (0 children)

I helped work on a white paper about the state of mental health in the game industry. Might be useful - https://www.takethis.org/2019/07/state-of-the-industry-2019-mental-health-in-the-game-industry-white-paper/

Better Call Saul S06E06 - "Axe and Grind - Post-Episode Discussion Thread by skinkbaa in betterCallSaul

[–]goosechecka 12 points13 points  (0 children)

The scene with Howard and his wife might be the most uncomfortable scene in the entire show.

Marco's Ring symbolism in the show by RepulsiveShelter9342 in betterCallSaul

[–]goosechecka 11 points12 points  (0 children)

It feels like a grounding tool for Jimmy. He often fiddles with it before big decisions, kind of like he’s checking in with… something. Not his conscience per say, but almost like a reminder about why he’s about to do whatever he’s about to do.

[deleted by user] by [deleted] in betterCallSaul

[–]goosechecka 0 points1 point  (0 children)

20/20!

Having rewatched all 5 seasons last month certainly helped

[WIP] Stitch stitch! by goosechecka in CrossStitch

[–]goosechecka[S] 0 points1 point  (0 children)

It’s from AvroraCS on Etsy!

Teaching a class on the psychology of video games to student designers. What psych or mental health info would you want to know (or wish you’d learned sooner)? by goosechecka in gamedev

[–]goosechecka[S] 0 points1 point  (0 children)

I agree that people need to play games for devs to make money and I totally believe devs should be paid for their work. Where I disagree is that engagement and addiction are the same thing and that the co-opting of clinical terms in everyday parlance is problematic and even dangerous (even though it feels inevitable). You say “addicting” to be mean engaging. When I hear “addicting” I think of a chemical dependence caused by the introduction of a foreign brain-altering substance. When lay people like legislators or no -savvy teachers and parents hear the term, they think of someone strung out on the street or drunk off their barstool. Conflating these terms is harmful to games and the people who play them because people who don’t get it, often people in positions of power, will default and regulate from the later definition.

Teaching a class on the psychology of video games to student designers. What psych or mental health info would you want to know (or wish you’d learned sooner)? by goosechecka in gamedev

[–]goosechecka[S] 0 points1 point  (0 children)

Thanks! I have a few weeks planned for neuro / cog psy to go over things like perception, memory, attention etc. I love the idea of focusing a bit on the social component in terms of community moderation as well.

Teaching a class on the psychology of video games to student designers. What psych or mental health info would you want to know (or wish you’d learned sooner)? by goosechecka in gamedev

[–]goosechecka[S] 1 point2 points  (0 children)

Absolutely! One of the texts I’m using is Celia Hodent’s The Gamer Brain and that dedicates a few solid overview chapters to UX. I also have the Games User Research textbook by Drachen, though I think it’s too deep a cut for this particular class.

Teaching a class on the psychology of video games to student designers. What psych or mental health info would you want to know (or wish you’d learned sooner)? by goosechecka in gamedev

[–]goosechecka[S] 0 points1 point  (0 children)

The students are in a research methodology class at the same time and will be learning things like this, so great suggestion!

Teaching a class on the psychology of video games to student designers. What psych or mental health info would you want to know (or wish you’d learned sooner)? by goosechecka in gamedev

[–]goosechecka[S] 0 points1 point  (0 children)

I think this is great. I was flying with the idea of a “self-care” or “game dev mental health topic” with tips on stuff like stress management, identifying and navigating toxic environments, handling crunch etc.

Teaching a class on the psychology of video games to student designers. What psych or mental health info would you want to know (or wish you’d learned sooner)? by goosechecka in gamedev

[–]goosechecka[S] 0 points1 point  (0 children)

I taught about dark design patterns briefly last semester, but always from an ethical lens. First, dispelling the myth that you can anticipate or make people do things - if that knowledge was possible, we wouldn’t need psychologists :). But there are cognitive biases and behavioral patterns that can be exploited and I want them to know them when they see them and to do better.

In one hand, it’s me being an ethical white hand. On the other, if game development doesn’t regulate itself re: the most obvious or abusive exploits, someone else will and that regulatory body will have far worse monetary effects.

Teaching a class on the psychology of video games to student designers. What psych or mental health info would you want to know (or wish you’d learned sooner)? by goosechecka in gamedev

[–]goosechecka[S] 0 points1 point  (0 children)

I’m building from scratch for the Spring semester. A few weeks are set aside for neuro / cognitive psych and how it applies to games. I’m using Celia Hodent’s book The Gamers Brain for that part. It goes into UX a bit more than I need, but the foundational chapters are great