ESPORTS – BRIDGING YOUTH WORK, DIGITAL SKILLS, AND INCLUSION THROUGH INNOVATIVE NON-FORMAL EDUCATION
A. Pfeiffer1, T. Wernbacher1, D. Heinz2
In this short paper, we present the ongoing Erasmus+ project (KA210-YOU - Small-scale partnerships in youth), "ESPORTS – Esports Professions and Opportunities: Resources and Training for Success," providing insights into its objectives, methodologies, and anticipated outcomes. Recognising the growing popularity of esports among young people, the project aims to integrate esports into youth work and non-formal educational contexts across Europe. This integration addresses the current lack of structured educational opportunities in esports, particularly affecting underrepresented groups such as girls and individuals with disabilities.
The project partnership consists of ComputerProjekt Köln (Germany) and the University for Continuing Education Krems (Austria). Together, these partners aim to leverage their expertise in media education, inclusivity, game studies, and digital competencies.
We outline the project’s core research objectives, which focus on knowledge exchange between partner organisations, promotion of inclusion and diversity within esports communities, and enhancement of digital competencies based on the DigComp framework. Additionally, we provide a preview of the "Esports Youth Work and Education Handbook," an open-access resource designed to support youth workers and educators in adopting esports-related activities effectively.
Looking ahead, the project includes planned workshops and dissemination activities at significant gaming events, notably Gamescom, the Media Arts and Design (MAD) and the Future and Reality of Gaming (FROG) conference. These activities will promote fair play, counteract online toxicity, and encourage the development of essential digital skills among youth.
Ultimately, this presentation offers an outlook on how the ESPORTS project aims to sustainably integrate esports into youth work settings, strengthening digital literacy, employability, and inclusive participation among young people across Europe.
Keywords: Esports, Youth Work, Digital Skills, Inclusion, Non-Formal Education.