GAMER-CON
Description for general use
GAMER-CON is a European project that supports young people’s social well-being and mental health (ages 18-25) through gaming. The project creates inclusive social events using video games as a medium, aimed at combating loneliness and social isolation—especially for those undergoing life transitions. It also develops resources for youth workers to integrate mental-health conversations into youth work practices via the concept of “embedded well-being”.
Objectives
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To organise inclusive gaming events (online or in-person) that foster meaningful social interaction among young people and reduce loneliness.
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To embed well-being conversations and mental-health awareness into gaming activities for youth, thus merging fun/social gaming with support and soft-skills development.
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To support young people who are at risk of social disconnection (including NEETs, marginalised youth, those with migrant or low-income backgrounds) by providing accessible engagement via gaming.
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To equip youth-workers and organisations with a practical guidebook and toolkit to integrate well-being into youth work through gaming and other interactive methods.
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To build cross-border collaboration between youth organisations in multiple countries to share best practices and create a sustainable model.
Target Groups
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Young people aged 18-25, particularly those at risk of social isolation, loneliness or marginalisation (including youth with disabilities, migrant background, low-income settings).
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Youth-workers, trainers and educators who work with young people and want to integrate gaming and well-being into their practice.
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Youth organisations, NGOs and digital youth-work platforms interested in innovative non-formal learning approaches and wellbeing-oriented social engagement.
Key Activities / Outputs
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A digital survey (polling activity) to assess young people’s favourite games and map levels of social isolation and well-being needs in each partner country.
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Weekly social gaming events (online or in-person) for a defined period in each partner country, combining gameplay with embedded wellbeing and soft-skills components.
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Development and publication of a practical “Embedded Well-being Guidebook” for youth-workers, including case-studies, interactive methods, and templates to integrate well-being into gaming and non-formal activity.
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Dissemination of results via multilingual website, open-access resources, local and transnational dissemination events targeting youth-workers, NGOs and policymakers.
