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2023:Program/Submissions/Using Squid Game to Disseminate Mental Health Resources for Triggering Topics - HSMUUF

From Wikimania

Title: Using Squid Game to Disseminate Mental Health Resources for Triggering Topics

Speakers:

Mian Li Ong, ongmianli

Ong Mian Li, Ph. D. is a clinical child psychologist with expertise in childhood mood, behavioral and anxiety disorders. A Mayo Clinic ex postdoctoral fellow, Dr Ong has authored more than 80 research works and received global accolades for his work in global dissemination and implementation. He is co-founder of Helping Give Away Psychological Science, a 501c(3) nonprofit organization dedicated to disseminating the best psychological science to anyone who is able to benefit from it.

Pretalx link

Etherpad link

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Start time:

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Type: Lecture

Track: ESEAP (East, South East Asia, and the Pacific) Region

Submission state: submitted

Duration: 30 minutes

Do not record: false

Presentation language: en


Abstract & description

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Abstract

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Squid Game is popular for its high-stakes, action-packed plot, emotionally compelling moments, and complicated characters. However, the violence displayed and heavy topics covered are likely to leave many viewers rattled, and may even recall to mind personal traumas and negative emotions for some. Our group, based in USA and Seoul, Korea has worked to compile applicable resources to address the various triggering topics incorporated throughout the show in both Hangeul Korean and in English. The objective is for viewers (or prospective viewers) of Squid Game in these countries who feel affected by the themes included in the drama to seek support and resources through the links compiled.

Description

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Squid Game is popular for its high-stakes, action-packed plot, emotionally compelling moments, and complicated characters. However, the violence displayed and heavy topics covered are likely to leave many viewers rattled, and may even recall to mind personal traumas and negative emotions for some. Many potentially triggering topics, including but not limited to suicide, terminal illness, and physical violence, are portrayed in the drama. Unfortunately, the show does not follow up on the troubling topics shown with education regarding resources or support opportunities.

Passionate about promoting better, more accessible mental health support, our team, a subgroup of the group Helping Give Away Psychological Science (HGAPS), has worked to compile applicable resources to address the various triggering topics incorporated throughout the show. The objective is for viewers of Squid Game who feel affected by the themes included in the drama to seek support and resources through the links compiled.

In this brief lecture, we describe the rationale and vision behind this project, outline the methods that we used to conduct multiple edit-a-thons in two countries, and discuss our successes and challenges. Our aims are twofold: (a) for experienced members to be able to apply the difficulties that we faced conducting edit-a-thons across the globe to any cross-cultural and global efforts that they may be engaged in; and (b) for general audience members to consider the utility of using "viral" and "global phenomenon"-level media to better disseminate information and attract Wikipedians.

Further details

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Qn. How does your session relate to the event themes: Diversity, Collaboration Future?

Our session relates to the event themes in the following ways:

Diversity: We used volunteer groups in two countries (Korea and USA), which has two very different cultures (a simple example being the collectivistic and individualistic cultures of Korea and USA respectively). Different volunteer groups, from students to professors and clinicians were involved in the process, and we had to navigate potential power differences between these groups.

Collaboration: We completed both virtual- and in-person editathons across the globe in two very different time zones, which presented logistical challenges that experienced Wikipedians would undoubtedly find helpful to hear about.

Future: Our project touches upon many factors in the Wikimedia Movement Strategy. In particular, 5. Coordinating Across Stakeholders; 8. Identifying Topics for Impact and 10. Evaluate, Iterate and Adapt are of particular impact. We describe our method, successes and challenges for working with different stakeholders with different professional and linguistic capabilities; went through a rigorous process to identify the right topic to synergize with our interest in mental health, and detail our process in which we provided resources (through experts in the field), hence providing accountability.

Qn. What is the experience level needed for the audience for your session?

Everyone can participate in this session

Qn. What is the most appropriate format for this session?

  • Tick Onsite in Singapore
  • Empty Remote online participation, livestreamed
  • Empty Remote from a satellite event
  • Tick Hybrid with some participants in Singapore and others dialing in remotely
  • Empty Pre-recorded and available on demand