GGMind: Good Game, Good Mind
Sector: Education • Location: Serbia, Türkiye, Norway, Kenya, Zambia, Ethiopia, Ghana
Source: EU Funding & Tenders Portal
Good Game, Good Mind is an innovative youth project that directly addresses the impact of toxic behavior, exclusion, cyberbullying, and social isolation in online gaming environments on young people’s mental health. While acknowledging the cultural relevance and appeal of e-sports for youth, the project also aims to transform the often-overlooked psychological risks and behavioral patterns associa
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Participants
Sponsoring Agency | Obfuscated Data |
Company | Obfuscated Data |
Status
Original status | ongoing |
Taiyo status | Obfuscated Data |
Taiyo last update | 00-00-0000 |
Available timestamps | 00-00-0000 |
Available timestamp type | Obfuscated Data |
Contact
Contact name | Obfuscated Data |
Phone | 0000000000 |
ObfuscatedData@email.com | |
Address | Obfuscated Data, Obfuscated data, obfuscated data, Obfuscated data |
Description
Description | Good Game, Good Mind is an innovative youth project that directly addresses the impact of toxic behavior, exclusion, cyberbullying, and social isolation in online gaming environments on young people’s mental health. While acknowledging the cultural relevance and appeal of e-sports for youth, the project also aims to transform the often-overlooked psychological risks and behavioral patterns associated with gaming. The core objective of the project is to help young people recognize mental health risks in online gaming culture, develop strategies to cope with them, and build supportive digital communities. At the same time, it frames this process as an opportunity for intercultural learning and competence-building, equipping youth with skills such as intercultural communication, empathy, team diversity awareness, and inclusive digital collaboration. The project is structured around four main components. First, effective project management will ensure smooth coordination of all activities and quality assurance. Second, a modular training program will be developed based on the identified needs of young gamers, focusing on mental resilience, empathy, managing toxic behavior, and promoting intercultural sensitivity in digital environments. 80 youth workers/educators/trainers trained through this program will subsequently reach 1,600 young people across the partner countries, creating an effective learning chain. Third, an International Fair Play E-Sports Tournament will be organized, where 600 young people, 20% of whom will be individuals with disabilities, will compete in internationally mixed teams. This tournament will emphasize not only gaming skills but also empathy, communication, emotional regulation, and ethical behavior, fostering positive mental health practices within competitive gaming settings. Finally, the project will implement a strong dissemination and sustainability strategy. |
Original sub-sector | Obfuscated |
Original Currency | USD |
Original budget | 000000000000000 |
Procurement method | Obfuscated Data |
Budget | 000000000000000 |
Location
Region | Obfuscated |
Country | Obfuscated |
State | Obfuscated Data |
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Location | Obfuscated Data, Obfuscated data, obfuscated data, Obfuscated data |
Source
Source reliability | High |
Data quality score | 100% |
Source | Obfuscated Data |
URL | obfuscated_data,obfuscateddata.com |
More Details
Project Type | Obfuscated Data |
Article Published Date | Obfuscated Data |
