برچسب: lives

  • How Games Save Queer Lives — Every Movie Has a Lesson

    How Games Save Queer Lives — Every Movie Has a Lesson



    In a year when lawmakers introduced more than 850 anti-LGBTQ+ bills nationwide and nearly half of queer youth seriously considered suicide, an unexpected lifeline emerged from an unlikely source: video games.

    For 44% of LGBTQ+ people, the virtual worlds designed for entertainment have become essential tools for survival, offering acceptance that often remains elusive in their schools, communities, and even their homes. It’s a phenomenon that reveals both the depth of the mental health crisis facing queer youth and the surprising capacity of digital spaces to fill voids left by failing real-world support systems.

    The Crisis in Numbers

    The Trevor Project’s 2023 National Survey of LGBTQ+ Youth paints a stark picture of a generation under siege. Among young people aged 13-24:

    • 41% seriously considered suicide in the past year.

    • 14% attempted suicide, rates significantly higher than their cisgender, heterosexual peers.

    • 54% experienced symptoms of depression.

    • 67% reported anxiety.

    This mental health emergency has coincided with an unprecedented surge in hostile legislation. The 850+ anti LGBTQ bills introduced represent a deepening of the isolation many queer youth already experience in their communities.

    Gaming as Digital Refuge

    Yet amid this hostility, gaming communities have emerged as unexpected sanctuaries. GLAAD’s 2024 “State of LGBTQ Inclusion in Video Games” report, surveying over 4,000 PC and console gamers, revealed the extent to which virtual worlds have become crucial coping mechanisms:

    The appeal appears rooted in gaming’s unique combination of anonymity, community, and agency; players can experiment with identity through character creation while building meaningful relationships without geographical constraints.

    Identity Discovery in Virtual Spaces

    Gaming’s role extends beyond mere escapism to active identity formation. The medium’s interactive nature creates particularly powerful opportunities for self-discovery:

    • 36% of LGBTQ+ gamers credit games with helping them discover or affirm their sexual orientation or gender identity.

    • 41% of LGBTQ+ gamers of color report this same effect.

    These findings align with broader research on digital mental health interventions. A 2025 JMIR review found that gamified tools incorporating game mechanics, such as goal-setting and social collaboration, achieve higher engagement rates than traditional apps, suggesting the medium may be uniquely effective for certain therapeutic applications.

    “We’ve seen how modular gaming networks can mirror therapeutic group structures,” says a spokesperson for MPL. “By allowing players to curate their communities and narratives, these platforms offer adaptive support that traditional systems often can’t, enabling queer youth to find both belonging and autonomy in equal measure.”

    Representation Gap

    The gaming industry’s response has lagged behind both documented need and economic opportunity. Despite LGBTQ+ consumer spending topping $1.4 trillion annually in the US, a 165% increase, representation remains minimal:

    • Only 2% of games feature openly queer gaming characters.

    • 72% of LGBTQ+ gamers report that representation improves their gaming experience.

    • 68% want more queer storylines in games.

    This disconnect suggests the industry may be underestimating both the size and purchasing power of LGBTQ+ gaming communities, missing significant revenue opportunities while failing to serve a vulnerable population.

    From Symbolism to Substance

    The path forward requires more than symbolic inclusion. When more than a quarter of LGBTQ+ players abandon games due to abuse, community safety becomes more urgent than representation. Effective solutions demand coordinated effort: developers deploying robust moderation systems, platforms highlighting queer-friendly servers, and parents recognizing gaming communities as legitimate support networks rather than mere entertainment.

    About MPL Mobile Premier League (MPL) is a popular gaming platform in the US, offering a variety of games across categories like card games and casual games. Players can compete in these games for an engaging and competitive experience. The app is available for download on mobile devices, allowing users to enjoy a wide range of games anytime, anywhere.



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  • Peter Cushing lives forever in Whitstable

    Peter Cushing lives forever in Whitstable



    I, on the other hand, was determined to commit as much of my day to memory as I could – and it was clear, as a I arrived early at the venue, the Horsebridge Arts Centre, that others were of a similar mind; a crowd was already gathering, chatting over tea served up by Noël himself, and rubbing shoulders with guests including Cushing co-stars Melvyn Hayes and Caroline Munro. I’ve written for Intermission and am a regular contributor to the TPTV podcast, so caught up with Sarah and Mel Byron, the Cronins’ chief factotum. Then it was time for the day’s action to begin.

    After a brief introduction, the 150 or so hardened Cushing fans heard from Hayes, Munro, and former Hammer Films runners Phil Campbell and Brian Reynolds, who regaled us with tales of working with the great man, but the most amazing stories came from Geoffrey Hughes, whose father sold their family home to Peter and his wife Helen in the 1950s. The Hughes clan moved a few doors away, but remained friends with the couple; Geoffrey and his siblings appear to have been surrogate nephews and nieces to the Cushings, who were unable to have children of their own. Peter treated them to gifts from the local toy shop and encouraged their hobbies. I once interviewed the actor William Franklyn about his work with Cushing. He told me his daughters nicknamed him St Peter; if the tales recalled here are anything to go by, it was rather fitting.

    Afterwards, we watched The Curse of Frankenstein (1957), the film that began the actor’s long association with Hammer’s gothic horrors, before a brief lunch. The fun continued afterwards; like kids on a school trip, we were split into four groups, each taking it in turn to tackle various activities. For me, it began with a guided tour of some Cushing hotspots with comedy historian Andre Vincent. He admitted he wasn’t an expert in his subject, but in a way, that might have been an advantage – he really had to have done his homework, winging it’ would not do for the audience of ardent Cushing fans. Nevertheless, he did miss out the Tudor Tea Rooms, the actor’s favourite eatery.

    What we did see, however, was Cushing’s View, a spot looking out to sea towards the Maunsell forts in the distance. Unfortunately, a couple were sitting on the bench donated by the Cushings and steadfastly refused to move, despite 30 pairs of glowering eyes boring into their souls. (Vincent had earlier described the local folk as resolute and they were proof of that.) Cushing’s beachfront house, complete with its top-flight art studio, was also featured, along with places he would visit, such as the local golf course (to admire the view rather than play), as well as the local Wetherspoons pub – a former cinema now called The Peter Cushing.

    It was then time to watch a 1992 interview, carried out by journalist Peter Williams (who was present to discuss the show) for his TV series The Human Factor, in which Cushing discusses his spiritual side as well as his love for his wife, who by then had been gone for over 20 years.

    A trip to the local museum followed, where a plucky band of volunteers proudly showcased their exhibition devoted to the local hero, including his bicycle, his art equipment (Cushing was a skilled watercolourist) and a costume from The Masks of Death (1984), his final outing as Sherlock Holmes. Then it was back to the Horsebridge for the last event: a Cushing quiz. I’m proud to say I won.

    After a quick catch-up with Mel, in which we mused on what Cushing would have thought of all the fuss (we decided he would have been touched, embarrassed and surprised), I was back on the train to St Pancras, passing some of the Charlton fans going in the opposite direction. They were jubilant, having won the match and therefore promotion to the Championship next season.

    They can’t possibly have been as happy as me, however. I mean, I spent the day with’ my hero, and then topped it off by winning some cake. Surely there can be no finer end to an event than that.

    Talking Pictures TV’s Peter Cushing Celebration ran from May 25 – 26 2025.





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