Gaming for democracy in the context of contemporary forms of extremism

Erasmus+ YouthCooperation partnerships in youthID: 2021-2-AT01-KA220-YOU-000050041
EC Contribution
€2,931
Consortium Size
9 orgs
Start Year
2021
Summary

The GameD project application arose from the prevalent involvement of European youth in video games, a medium exploited by extremist actors. GameD's innovation was the creation of a serious game, called "Hate Hunters", that educates while providing an authentic gaming experience. It addresses the needs of youth and staff in educational settings, notably combating extremist narratives through gameplay. The game fosters a sense of self-efficacy and encourages active participation in social and political life. Additionally, GameD responded to the imperative for digital adaptation, offering innovative tools and training for both youth and youth workers or educators. It met the demand for contemporary educational material by utilizing up-to-date gaming technologies. Recognizing the need for active civic education, the published and cost-free game encourages young people to engage in the fight against hate speech. Emphasizing cultural understanding, GameD incorporated historical information and actively involved minority groups in the game's conceptualization. Positioned as both innovative and complementary, GameD provided a forward-looking contribution to youth engagement and education within the framework of fostering democracy.

Objectives

This project countered the rising threat of extremists leveraging digital platforms and gaming for youth influence. Exemplified by "Kvltgames", associated with right-wing extremism, releasing a game with extremist content, the urgency for innovative civic education was evident. The goal was to develop a game on democratic citizenship to counter extremist narratives, empowering youth to recognize and counteract extremism. Objectives included enabling youth to co-create the game, fostering cultural understanding, and empowering political and social participation through democracy, critical thinking, and media literacy. The project provided innovative tools for youth work, extending its immediate reach. Training youth workers in online and offline gaming practices was crucial for promoting tolerance and navigating digital transformations. Aligned with the European Youth Goals, the project contributed to the "Information & Constructive Dialogue", empowering critical users and fostering tolerant online dialogue. Addressing "Inclusive Societies", it combatted hate speech and prejudice in extremist messaging. Regarding "Quality Learning", it promoted participative methods, intercultural skills, and digital competencies.

Consortium (9)