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E-športne igre - izguba časa ali panoga prihodnosti?

2022-1-SI02-KA152-YOU-0000672742022Mobility of young peoplefinalized
Countries: SI|PT|ES|EE|PL · Grant: €13,391
Digital content, technologies and practicesEqual access and transition to labour marketYouth employability

Objectives

We started this project with a vision to strengthen the young gaming community. Our main objective was to channel their enthusiasm for video games and e-sports into tangible skills and initiatives that deliver long-term transferable knowledge and sustainable integration into the workforce. While we are well aware of the potential pitfalls associated with gaming, we also see great promise in the gaming industry and the myriad opportunities it offers for practical engagement in this often controversial area. The overall thrust of our youth exchange was multifaceted. At the heart of it was our aim to empower the young gaming community and allow them to immerse themselves in a European project that promotes intercultural learning. This exchange was not only about equipping them with essential life skills, but also paving the way for a promising professional future in the dynamic fields of videogames and e-sports. A key focus was to foster an understanding of the risks and opportunities associated with the video games and e-sports industry. We also sought to provide an insight into the myriad of options available for participants to enter the job market, with a focus on leveraging the latest gaming technologies. The organisation of e-sports events was a practical aspect of our project, highlighting the global nature of the gaming community, which easily transcends national or cultural boundaries. In addition, the Youth Exchange Project was designed as an international exposure initiative, giving amateur gamers the opportunity to cross new horizons, share different experiences and cultivate friendships on an international level. We saw this project as crucial for youth involvement and envisioned it as a reservoir of innovative methods that encourage young individuals to participate in organisational volunteering activities. This would provide them with invaluable competences that would enable them to position themselves favourably in a rapidly evolving labour market. Finally, through informal teaching about video games and e-sports, we aimed to tackle the prevailing prejudices that often plague young electronic games enthusiasts on their way to professionalisation. This project is a testament to our belief that the assimilation of young people into society and the employment field can be achieved through pioneering strategies and the adoption of state-of-the-art technological solutions.

Project partners (5)