The project aimed to reduce a largely under-addressed gap in adult education: the lack of practical, educationally grounded tools to understand and mediate gaming in family life, particularly in relation to commercial digital games as everyday cultural products. Objectives were threefold: (1) strengthen Game Media Literacy among parents, educators, and family-support professionals, connecting gaming to broader digital competences rather than treating it as a niche topic; (2) support more informed, reflective, and non-alarmist parental mediation, providing shared language and concrete strategies for dialogue and rule-setting in everyday family contexts; (3) build a common educational framework combining Close in the Distance’s counselling-oriented adult education approach with RÍSÍ’s sector-specific expertise in gaming and eSports education. In parallel, the project aimed to consolidate durable cooperation between a Southern European adult education actor and a Nordic gaming federation, enabling mutual learning, network expansion, and long-term integration of results into regular practice.
The project originated from the partners’ direct work with parents, educators and adult learners increasingly confronted with gaming as a pervasive element of everyday family life. While digital literacy is widely discussed in adult education, gaming itself is rarely recognised as a cultural practice and a component of digital competence, and is instead often reduced to risk prevention or behavioural concerns. This has generated a clear intergenerational gap: many adults experience gaming as an unfamiliar environment, despite its deep integration into everyday digital life, not only among young people but also among adults themselves. This gap emerged in particular within family support and adult education contexts, especially in the work of Close in the Distance, but was also recognised by Rafíþróttasamband Íslands, where gaming and eSports are culturally established yet rarely connected to adult learning frameworks. High Rollers!, often referred to as “Gaming and Parents”, emerged from this disconnect, responding to a transgenerational competence gap by offering adults and educators concrete tools to understand and mediate gaming practices as part of everyday digital culture, within a shared European adult education perspective.