Wired Productions, an independent games publisher and developer, is pleased to announce the start of a year-long campaign to help raise awareness and bring ongoing attention to the importance of mental health issues. This awareness is being undertaken in partnership with TakeThis, Inc, a non-profit charity that seeks to inform communities about mental health issues to provide education about various mental health disorders and to reduce the stigma often associated with mental illness.
Over the course of the next year, Wired Productions will embark on a series of activities, including an upcoming week-long bike ride, to help fund vital services offered by TakeThis, starting with an initiative that gifts a percentage from the sales of The Town of Light. The full details of activities will be announced in the coming weeks.
“Although issues concerning mental health are beginning to be talked about more openly, the job of raising public awareness is far from complete,” said Leo Zullo, Managing Director, Wired Productions. “Our aim over the next year is to bringmuch needed funding to partners such as TakeThis, as well as other charities operating at local, national and international levels. The gaming community is such a caring collective, and we welcome its assistance in helping us bring these much needed support services to those that need it most.”
“The stigma around discussing mental health exists. To see companies, like Wired Productions, in our gaming community take positive steps to ensure people know they are safe to discuss these topics, and that they should be discussing them, is a huge win,” added Shannon Gerritzen, Executive Director, TakeThis, Inc. “We are honoured to be partnering with Wired on this initiative. We tell people all the time that it is okay to say, ‘Today I am not OK.’ This effort helps us amplify that message and we are grateful for the platform.”
Based on extensive research and inspired by real facts, The Town of Light is played through the fictional eyes of Renée, a 16-year-old girl who suffers from the symptoms of mental illness. She is searching for answers to the many questions from her past, while she explores and uncovers the place where she spent most of her youth. What happens next is a dark and emotional journey where the lines of interactive entertainment, storytelling, and reality frequently tend to blur.