Ygame project – all results

Press release, March, 2019

Different agents shape youth’s civic participation and engagement: family, school, peers, non-governmental organizations, media. Based on the fact, that non-governmental organizations can play important role to promote youth engagement and participation, project results are focused to foster participation, applying activities of gamification elements as a new, attractive and innovative method for youth work.

New approaches need to be engrained in youth work activities in order to uncover and develop the potential of young people. One of the methods that requires larger attention and acknowledgement is gamification implementation.

Gamification is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. This is a psychology and motivation-based approach to increase the motivation, engagement and contribution of the target audience, as well as achievement of the necessary results through their active involvement. During the project “Digital gamification for youth engagement” research was made about elements and tools of gamification and different approaches used to collect most relevant information, resulting in the creation of handbook “How to succeed with digital gamification for youth” to educate youth organizations.

According to the European Council and representatives of the Governments of the Member States, “to appeal to young people and to ensure greater impact on their lives, new settings where young people spend their time, such as modern city infrastructure and virtual space, as well as new approaches using innovative online and offline tools such as gamification”.

The main objective of the project is to promote the use of digital gamification (gaming) as a new, innovative tool for the involvement of young people in the field of promoting democracy, reducing unemployment, involving civil society, human rights, youth entrepreneurship, environmental education, social responsibility and active participation in youth activities.

A two-year project, implemented in cooperation with eight partner organizations from all over the world – India, Vietnam, Argentina, America, Croatia, Portugal, Estonia and Latvia ended a transnational conference in Riga on January 30 of this year at the Convention yard. The participants of the conference had the opportunity not only to get acquainted with the main results of the project, but also to listen to interesting lecturers from Sweden and the UK. It was also possible to follow the conference on the Social Innovation Center Facebook account for an online conference.

One of the main goals of the project was to conduct research and prepare informative materials – a guidelines on digital engagement for the involvement of young people “How to succeed with digital gamification for youth”, explaining what is gamification and how it can be used in the youth work sector. A separate section of the guidelines is devoted to the planning of the gamification process, offering both templates and questions, as well as guidelines for the planning of the game. The guidelines are available in both English and in all languages of the partner countries, in order to ensure the widest possible accessibility and applicability at the local and international level.

You can download the handbooks in our library.

During the project training course for Youth Workers by project partner organization Polytechnic Institute of Santarém (Portugal) was developed. Training course is about a workshop created regarding gamification for youth engagement (a transnational approbation workshop). The content created and shared was with the intent of introducing the concept of gamification providing the knowledge regarding the framework in which it was built upon (games) and showing how it connects with human psychological and emotional traits.

Methodology: Expository Method with Feedback Request

Evaluation: Gamified Quizzes (Kahoot!)

Total Course Time : 14 hours and 15 minutes

The course in available for free here: Gamification as a Tool for Youth Engagement or https://ej.uz/ygame

In the final phase of the project, 3 webinars for the dissemination of project results were organized, each in the time zone of its project area (Asian countries, Europe and the American continents). Links to webinars are available on the Social Innovation Center Facebook account.

For a glimpse of the project, we’ve also created a short mood video.



Social innovation centre ( Latvia)

INVOLVED ( Estonia)

Polytechnic Institute of Santarém (Portugal)

MLADI U EU (Croatia)


DISHA (India)

YESD (Vietnam)

Latin America:

A.C.F.G.R (Argentina)

Northern America:

Orbis Institute (USA)

Official project card published in European Commission webpage.

Social Innovation Centre Project manager: Anita Stirāne

Contacts: anita.stirane@socialinnovation.lv


The content of this publication is sole responsibility of the project coordinator and may not always reflect the views of the European Commission or the National Agency.


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