"<< Background >>The project is driven by three main needs: first, to continue a previous Erasmus+ Youth project on gambling addiction; second, to address the WHO's recognition of gaming disorder as a serious behavioral pattern causing impairment; and third, to explore the educational potential of video games. The project aims to study youth gaming habits, transform game themes into physical activities for education, develop diagnostic protocols for gaming disorders, establish family prevention practices, and utilize video games for educational purposes. These goals align with program priorities, focusing on youth, formal and informal education perspectives, and addressing the challenges posed by increased video game use and isolation post-pandemic.<< Objectives >>The main objectives of our project stem from three identified needs:a) Continuing a project within the framework of Erasmus+ Youth titled ""Gambling Addiction is not a game.""b) Addressing the WHO's International Classification of Diseases 11 (ICD-11), which recognizes Gaming Disorder as ""a pattern of severe gaming behavior causing impairment in personal, family, social, educational, or other important areas.""c) Exploring the educational potential of video games.To achieve these objectives, specific goals have been outlined:Conduct a study on the number of hours young people dedicate to video game consumption weekly and profile the average gamer.Transform video game themes into regulated physical activity games for incorporation into Physical Education classes.Develop a protocol for diagnosing gaming addiction, particularly gaming disorder.Establish a best practices manual for families to prevent psychosocial disorders due to compulsive video game use.Utilize video games in the classroom as educational skills, pedagogical competencies, and innovative methodologies.<< Implementation >>Activities that were designed to achieve these objectives, resulting in:Report categorizing three types of players based on hours dedicated.Online diagnostic test detecting game addiction and providing recommendations.Four videos showcasing various active gaming activities in Physical Education.Final report on the gaming disorder diagnostic protocol in young people.Support manual for families to prevent disorders from misuse of video games.Four tutorials on using video games as an educational tool.Digital magazine summarizing essential project ideas.<< Results >>These objectives align with selected priorities, focusing on youth, addressing formal (institutes) and informal (sports) educational perspectives. The project promotes initiative, involvement, and reflection among youth from design to implementation and impact, aligning with the program's emphasis on appropriate digital content use and current priorities of mental health and social well-being post-pandemic, considering the increased use of video games leading to isolation."
