The project aimed to harness young people's existing interest in video games and transform it into intentional learning by enhancing the capacity of youth workers to support young people in developing essential competencies by gaming. The following objectives were identified to contribute to the project aim: - To develop at least 20 non-formal methods using video games as a tool for learning; - To fight against stereotypes regarding video games and help youth workers realise the potential in using them in their work with young people; - To empower 155 youth workers and other stakeholders to use video games as a tool for learning.
The project was initiated in response to the growing interest among young people, both male and female, in e-sports. Reports indicate that 54% of the European population aged 6-64 engage in video gaming, with 74% of players falling within the 15-24 age range. Although many video games have significant learning potential, this learning often occurs unconsciously, with players not recognising or reflecting on the knowledge and skills they acquire while gaming. The project builds upon and draws inspiration from the feedback received from youth workers across Europe who participated in a training course organised by Fora on the same theme in 2019. The project addressed the partners' needs to strengthen young people's competences and active learning, innovate their educational approaches by leveraging young people's interest in gaming, enhance their capacity to utilise video games in an educational context, and extend their reach to hard-to-reach youth.