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

  • To organise inclusive gaming events (online or in-person) that foster meaningful social interaction among young people and reduce loneliness. 

  • 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. 

  • 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. 

  • 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. 

  • To build cross-border collaboration between youth organisations in multiple countries to share best practices and create a sustainable model.

Target Groups

  • Young people aged 18-25, particularly those at risk of social isolation, loneliness or marginalisation (including youth with disabilities, migrant background, low-income settings).

  • Youth-workers, trainers and educators who work with young people and want to integrate gaming and well-being into their practice. 

  • Youth organisations, NGOs and digital youth-work platforms interested in innovative non-formal learning approaches and wellbeing-oriented social engagement.

Key Activities / Outputs

  • 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. 

  • 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. 

  • 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. 

  • Dissemination of results via multilingual website, open-access resources, local and transnational dissemination events targeting youth-workers, NGOs and policymakers.