Game Changers — Italy


ERASMUS+, Key Action 1: training course

Venue: Gravina (Puglia), Italy

Dates 26—31 May 2023

National team: 2 participants (aged 18+). 

Please read the info-pack

Hosting organisation: Associazione Link APS

Project description:

Project rationale:

Why Gaming?

Video gaming has long been a mainstream hobby and yet it reached absolute heights in terms of spending and user engagement during the initial outbreak of the global COVID-19 pandemic. Players worldwide turned to gaming as a new or comforting hobby, to connect with friends and family, or to make new friends while various social distancing mandates were in place around the globe.

As the world is slowly moving towards a post-pandemic mindset with all the factors that determine a post-boom industry, revenue projections for the video gaming industry are normalizing too after the double-digital growth in 2020 and 2021. Despite this, global video game industry revenues are set to surpass 200 billion U.S. dollars for the first time in 2022.


In 2022, the number of gamers worldwide was estimated at three billion. Also, playing video games is not the only way to engage with the medium – gaming video streams produced by professional video content creators are also a popular way to engage with video games. Major streaming platforms such as Twitch or YouTube Gaming Live saw significant growth in streamers, audiences, and content from 2020 to the beginning of 2021.

Video gaming is not only a solitary endeavor or social pastime with friends – there are also eSports, which are organized multiplayer gaming events, mostly between professional players. There is usually a series of tournaments that culminate in championships, both at a regional and a international level. The growth of streaming and eSports are strongly connected, and the top tournaments draw millions of enthusiasts and casual viewers alike.

Why this training?

Taking a look to the previous data and statistics, gaming is an activity that involves large slice of youngsters all around the world. An activity that is not only a tool for entertainment, but also for socialization and education, capable of developing players’ intellectual abilities. However, especially in Mediterranean culture, video games are associated with an idea of alienation and isolation. An idea that is perhaps not totally unfounded, but one that does not come to terms with all the positive opportunities offered by the world of gaming.

As a youth worker, it is important to, at least, be aware of the impact of gaming on the youth community and, at best, use it as an educational tool. The objective of this training is, therefore, first, to develop a knowledge and awareness about the world of gaming, exploring its different facets and ramifications; second, to discover its different applications in Youth work.

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