The project aimed to prepare youth organisations and youth workers to identify early signs of gaming disorder and prevent its development among young people. The specific objectives were to: ● Raise awareness of the risks associated with excessive gaming. ● Train youth workers and organisations to recognise the signs of gaming disorder and distinguish them from normal gaming behaviour. ● Equip youth workers with the knowledge and tools to detect and prevent gaming disorder at an early stage. ● Encourage the development of new policies and initiatives for preventing gaming disorder. The project led to the following results: ● Strengthened capacity of youth workers to identify and prevent gaming disorder. ● Increased awareness of gaming disorder among key stakeholders. ● Enhanced organisational capacity of youth organisations to address the needs of young people affected or at risk. ● Promotion of new policies and initiatives to address gaming disorder.
We applied for this project because we identified an urgent need to address the growing prevalence of gaming disorder among young people in Europe. With a large proportion of youth engaged in video gaming, and gaming disorder officially classified by the World Health Organization (WHO) as a health condition, it was essential to equip relevant professionals with the tools and training required to identify and support individuals at risk. The COVID-19 pandemic intensified this issue, as increased screen time heightened associated risks. This context highlighted the need for concrete solutions and comprehensive training. Our project aimed to fill this gap by offering targeted capacity-building for youth workers, enabling them to recognise and support individuals affected by gaming disorder. By providing them with the necessary knowledge and resources, we sought to make a meaningful contribution to the well-being of young people at risk.