The Applicability of E-games in Youth Work

The world is becoming increasingly digital. People are, therefore, looking for ways to harness innovative digital opportunities in different areas of their lives, including youth work. Digital game-based learning is fast becoming one of the most dominant methods of learning. At the same time, however, the application of e-games and their usefulness in both formal and non-formal learning is still largely unknown. Widely available commercial e-games now have a broader scope than just entertainment. They are increasingly used in education and mental health. It is, therefore, essential to know which e-games are best suited to develop young people’s competencies, complement curricula and promote youth work.

E-games have been gaining popularity in Estonia, as shown by e-game purchasing statistics. It shows that Estonians spent around €8 million on video games in 2020. Today, this figure is estimated to be close to €10 million. The 2019 Student Health Behaviour Survey by the Institute for Health Development also confirms the popularity of e-games among young people. More than half of respondents in the 11-15 age group spend more than two hours playing video and TV games on school days. Therefore, we can conclude that the use of e-games is on the rise in Estonia. Consequently, their use among young people should be explored. Simultaneously, the possibilities for implementing e-games in youth work should be analysed.

Methodology

The focus of this survey was on popular commercial e-games played on a computer, mobile phone or game console. The study provides an in-depth overview of the most popular e-games played by 7-16-year-olds. It analyses their potential impact on the development of young people’s general skills. In addition, it looks at the potential for integrating e-games into youth work in Estonia and elsewhere. Finally, it makes recommendations for the implementation of e-games in youth work.

The central methods of the study included secondary source analysis and focus group interviews with youth workers. It also involved individual interviews with young people aged 7-16 and an online survey among both target groups (young people and workers). By combining these methods, the study arrived at relevant findings that enable more effective targeting of eGames.

The European Social Fund (ESF) co-funded the activities through the “Inclusion of young people at risk of exclusion and improving their employability” programme. This programme, approved by the Ministry of Education and Research, is implemented by the Education and Youth Board.