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RESGame: Responsible video gaming for protection and safety of young people in NEET situation in youth work programs

2024-3-RS01-KA153-YOU-0002726982024Mobility of youth workersfinalized
Countries: RS|MK|BG|ES|RO|HR · Grant: €15,666
Development of training coursesInclusion of marginalised young peopleDigital safety

Objectives

The RESGame project was implemented with the aim of strengthening the capacity of youth workers and educators to use video games in a responsible, safe and educational way when working with young people, particularly those in NEET situations and from rural and suburban communities. The project responded to the growing presence of video gaming in young people’s daily lives and the lack of structured, critical and pedagogically grounded approaches to video games within youth work practice. Through RESGame, we wanted to increase awareness of both the risks and mostly the positive potential of video games, focusing on digital well-being, online safety, inclusion, gender equality and prevention of harmful gaming behaviours. Actually, key ambition was to move beyond a moral panic around gaming and instead equip youth workers with practical tools to analyse, select and use video games as educational resources that support learning, participation and social inclusion. The specific objectives of the project were to: 1. Equipping young people in NEET situations and youth workers with the necessary digital skills to navigate the online world safely and teaching them about safe online practices, responsible video gaming, and the risks associated with online interactions in (toxic) video game environments. 2. Using video games as a tool to foster social interaction and community building among young people in NEET situations for social inclusion. 3. Providing educational approaches toward video games for youth workers and young people who will collaborate in understanding different conflict situations and communication. 4. Educating young people on the impact of their actions in both virtual and real worlds. 5. Promoting preventative steps in informed youth work toward cyber-bullying, intercultural communication and active listening. 6. Developing youth work recommendations to ensure that video games are free from harassment and discrimination for young people in general. By achieving these objectives, RESGame aimed to support youth workers in creating safer, more inclusive and more educational digital spaces for young people during and beyond the project’s lifetime.

Project partners (6)