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The Digital Youth: Building Bridges Between Youth and Esports

2026-1-SE02-KA152-YOU-0003993862026Mobility of young peopleongoing
Countries: SE|RO|TR|DK|ES · Grant: €31,466
Digital youth workNew learning and teaching methods and approachesQuality and innovation of youth work

Objectives

Digitalisation has become an integral part of contemporary youth work practice. In all partner countries, it is observed that young people spend a significant part of their social lives in online gaming and e-sports environments. These spaces offer important opportunities for connection, teamwork and intercultural interaction. However, they also present challenges such as toxic communication, discrimination, exclusion and unhealthy digital habits.From a youth work perspective, the key issue is not whether young people use digital platforms, but how these platforms can be transformed into safe, inclusive and educational spaces. In many local contexts, e-sports is still treated purely as entertainment rather than as a structured youth work tool. At the same time, youth organisations and youth workers often lack practical methodologies to address discrimination and promote inclusion in digital environments.The BRIDGE project responds to this identified gap by integrating e-sports into youth work practice in a structured and educational way. Rather than addressing digitalisation in a broad and abstract sense, the project focuses specifically on strengthening inclusive and responsible participation in e-sports environments. The overall aim of the project is to equip young people and youth organisations with practical tools to use e-sports as a method for inclusive digital youth work. The project has three specific objectives: To strengthen young people’s critical awareness of risks and opportunities in e-sports environments, particularly regarding toxic behaviour, discrimination and digital responsibility. To develop young participants’ practical competences in designing and facilitating inclusive e-sports-based youth activities within their local communities. To enhance partner organisations’ capacity to integrate structured digital youth work methodologies into their regular programmes beyond the project lifetime. Within the framework of youth work practice, the project promotes non-formal learning, peer learning and active youth participation. Participants will not only reflect on digital challenges but also co-create practical solutions, including the development of the Inclusive Esports Activity Blueprint and the implementation of Local Inclusive LAN Events in their communities.

Project partners (5)