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Game Over? - Continue!´s Profile image

Game Over? - Continue!

Project
Finished 01.10.2022 - 31.12.2023
Department of Technical Physics, Faculty of Science, Forestry and Technology
Department of Social Sciences, Faculty of Social Sciences and Business Studies

Funders

Main funder

The project is funded by European Social Fund (ESF).
The project is implemented by University of Eastern Finland, Savonia University of Applied Sciences (coordinator) and Humak University of Applied Sciences.
Project website https://gameover.savonia.fi
Bulletin about research part of the project:
https://www.uef.fi/en/article/gaming-and-group-activities-boost-life-management-skills-among-young-people-at-risk-of-social

Game Over? – Continue! The project strengthens the future prospects, well-being and life management of young people in North Savonia through digital gaming activities. Young people studying at the 2nd level who are excited about playing but have dropped out of school or have accumulated a lot of absences participate in group activities, where they get to practice various skills that support their attachment and motivation to study and work. At the same time, new research data on the effects of the operating model on the overall well-being of young people is produced. The target group is young people whose studies have been interrupted or are in danger of being interrupted.

Objectives:
1) strengthen young people’s life management, inclusion and well-being through guided digital gaming activities
2) to prevent the interruption of secondary education and to support young people towards working life
3) produce new research data on the effects of digital gaming and related guided group activities on the well-being, social relations, functional capacity and health of young people
4) organize gaming events, involving young people in the arrangements and planning
5) to create an operating model that can be applied to work with young people, for example in youth work, employment services or sports clubs, and to support the game education skills of educators

Actions:
1) During the group activities, the young people plan and carry out one or two-game events with the help of experts, which strengthen the young people’s experiences of empowerment and development, as well as developing team skills.
2) The effects of group activities on the well-being, social relations and functional capacity of young people are investigated using interdisciplinary methods. In addition, methods for measuring physiological signals are introduced to young people
3) Model group activities in cooperation with partners, in which case it can be applied e.g. rehabilitative work and youth services.
4) A separate portfolio is worked out with the participants, specifying the skills acquired in the project activities, which the young person can still utilize in their studies and job search.

As a result of the project, a model of guided gaming that strengthens life management for young people and young adults will be created, which can be applied e.g. educational establishments, youth work and clubs. The attachment of young people participating in the project to studies and working life is strengthened and they have strengthened their skills and networks. Research has been conducted on the effects of supervised gaming on a young person’s overall well-being.

Cooperation

  • Savonia UAS

    Jaana Konttinen

  • HUMAK UAS

    Nina-Elise Koivumäki