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Mapping the FInancial and Time loss Impact of gamiNG and social media on YOUng people with special needs

2023-3-DE04-KA210-YOU-0001751132023Small-scale partnerships in youthfinalized
Countries: DE|IE · Grant: €60,000
Quality and innovation of youth workEconomic and financial affairs (including funding issues)Inclusion of marginalised young people

Objectives

The FITING4YOU project examines how gaming, social media, and online influencers impact the time and financial well-being of youth with additional needs. It set out to deliver actionable insights and recommendations for youth with additional needs and for those supporting this group – professionals, policy makers and parents. That is, the FITING4YOU project aims to raise awareness, understanding and insight, stimulate informed decision-making, and provide impulses for both prevention and intervention, fostering digital responsibility, inclusion, and financial resilience among young people in general, and particularly those with additional needs.

Background

The impact of digital gaming, social media, and online influencers on young people is substantial. We observe an increase in online spending, excessive screen time, and unhealthy online role model behavior among young people. Consequences involve financial pressure, school disengagement, and emotional instability. Existing support systems lack up-to-date knowledge and tools to address these issues. Moreover, there is little research done on time and money spend on online behaviors. Young people with additional needs are particularly vulnerable and frequently underrepresented in both data and interventions. As organizations working closely with this group, we are committed to understanding their digital habits and addressing their specific challenges. This project promotes social equity and cohesion by unlocking untapped potential and fostering inclusive social innovation. It was initiated to explore practical, informed ways society can better support youth with additional needs in developing healthier online and offline behaviors.

Project partners (3)