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Jóvenes y Videojuegos ¿Sabes con qué juegas?

2022-1-ES02-KA210-YOU-0000807552022Small-scale partnerships in youthfinalized
Countries: ES|PT|IT · Grant: €60,000
Digital content, technologies and practicesPhysical and mental health, well-beingSocial assistance and welfare

Objectives

The main objectives of our project stem from three identified needs: a) Continuing a project within the framework of Erasmus+ Youth titled "Gambling Addiction is not a game." b) Addressing the WHO's International Classification of Diseases 11 (ICD-11), which recognizes Gaming Disorder as "a pattern of severe gaming behavior causing impairment in personal, family, social, educational, or other important areas." c) Exploring the educational potential of video games. To achieve these objectives, specific goals have been outlined: Conduct a study on the number of hours young people dedicate to video game consumption weekly and profile the average gamer. Transform video game themes into regulated physical activity games for incorporation into Physical Education classes. Develop a protocol for diagnosing gaming addiction, particularly gaming disorder. Establish a best practices manual for families to prevent psychosocial disorders due to compulsive video game use. Utilize video games in the classroom as educational skills, pedagogical competencies, and innovative methodologies.

Background

The project is driven by three main needs: first, to continue a previous Erasmus+ Youth project on gambling addiction; second, to address the WHO's recognition of gaming disorder as a serious behavioral pattern causing impairment; and third, to explore the educational potential of video games. The project aims to study youth gaming habits, transform game themes into physical activities for education, develop diagnostic protocols for gaming disorders, establish family prevention practices, and utilize video games for educational purposes. These goals align with program priorities, focusing on youth, formal and informal education perspectives, and addressing the challenges posed by increased video game use and isolation post-pandemic.

Project partners (4)