Aarhus gaming initiative pulls young people out of isolation: Now it’s going to the rest of the country


The Center for Digital Pedagogy has received DKK 1.8 million in funding as part of the government’s action plan for men and boys’ equality. The funds will be used to spread pedagogically facilitated gaming groups to municipalities across the country. Here, children and young people can meet to play computer games in a safe environment with support from both educators and gaming-savvy adults.
The method is based on experience from the “Gaming Group” project, which the Center for Digital Pedagogy and Aarhus Municipality have been running since 2016. Several hundred young people have already been through the program, which has helped many from a life characterized by dissatisfaction and isolation to increased self-esteem, social skills and courage to take new steps in life.
“Gaming is a big part of many boys ‘lives – and for some it unfortunately becomes a place of isolation. But used correctly, it can be a path to community and better well-being. That’s why the government’s action plan for men and boys’ equality has set aside 1.8 million euros to create physical gaming communities where young people can meet in a safe environment with competent adults. It has worked in Aarhus Municipality, and now we are spreading the method so that we can create a path to better well-being on young people’s own home turf,” says Minister for Gender Equality Magnus Heunicke in a press release.
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The grant will now be used to develop teaching materials, guides and training courses for professionals, so that even more municipalities can implement the method in the Aarhus model.
A positive driver for communities
Unlike classic e-sports, where the focus is on competition and performance, gaming groups are about building relationships and community. A key element of the method is the presence of both an educator and a gaming-savvy adult. This combination ensures a safe and meaningful space where young people meet role models who both understand their world and can guide them educationally.
“When children and young people are interested in gaming, we should use it as a positive driving force in communities where adults are present and create structure, safety and a good culture. It’s far more meaningful and stimulating than when they play alone behind closed doors. Therefore, we are both proud and excited to have the opportunity to spread the good experiences we have gathered over several years,” says Stine Helding Rand, who is a consultant and psychologist at the Center for Digital Pedagogy.
The effect of this approach is also highlighted in a new report from SocialRespons and Maryfonden, which concludes that gaming can be a valuable and stimulating activity for children and young people when it takes place in a safe and caring environment.
“With gaming, we reach a group of boys who, for example, have had difficulty finding their way into communities for more traditional leisure activities such as football or handball. They may also have been scolded for gaming too much, which is why the ‘Gaming Group’ can turn their interest into something positive,” says Stine Helding Rand, who will also be project manager for the new initiative.
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