<< Background >>The purpose of the application was to explore the premise of a number of youth esports programs in order to review the perceived need for esports in youth work and to scrutinise the factors that esports can help with in youth work in addition to exploring the benefits of esports in youth work. Furthermore the project pays attention to the effects of the COVID-19 pandemic on youth through digital living and how esports fit into digital youth work. The project was applied for because the partners have experienced a perceived need for esports youth work in their environment. Although the partners have experienced this need and engaged in various work in response to this need, it is not necessarily apparent or explained to many. This project was applied for to remedy that fact by collecting and providing testimonies and insight into why into why esports in youth work is considered needed and what esports youth work can accomplish in relation to this need. With the final published report the need to outline this information in a concise and useful report for relevant stakeholders is fulfilled. The report compiled the project findings about the need for esports youth programs and the benefits esports programs have had in youth work.<< Objectives >>By implementing this project the partners wanted to provide more material in the field of esports to increase the quality and professionalism of digital youth work through gaming on the premise of esports. In addition the project output is seen as a valuable asset in enabling youth workers to consider, or reconsider, their need for esports youth programs and how such programs can benefit their participants. By compiling the findings of the project into the final published reports the partners want to implement the findings therein into their own work, youth work in their network and furthermore in the Nordic countries and Europe. The main project output was the final published report that has been achieved. The project and its ultimate achievement is viewed as a continuation and long term goal for the project as the dissemination and implementation of the project output will continue after the official end of the project. The project and its output is stepping stone towards increased quality and professionalism in esports youth work that the partners want to keep building on for the foreseeable future. << Implementation >>In relation to the application quantifying the need for youth esports was one of the implemented activities. A thorough questionnaire was made and shared to all partners. The questionnaire, research and collection of material and testimonies proved to be a vital activity in working towards the projects success. A transnational face to face meeting was held where the partners met and took a deep dive into various aspects of the project. Sharing best practices, knowledge and experience to further enhance the projects mission. The transnational meeting allowed partners to further explore the objectives of the project and outline objectives for the final report. When all material had been gathered and dissected a final report on the project findings was produced. With the final published report the need to outline this information in a concise and useful report for relevant stakeholders is fulfilled. The report compiled the project findings about the need for esports youth programs and the benefits esports programs have had in youth work.<< Results >>The main concrete output of the program aligns with the main goal of the application and is the publishing of a final report on the projects findings about the need for esports youth programs and the benefits esports programs have had in youth work. The projected results of the project are increased quality and professionalism of digital youth work through gaming on the premise of esports. With the concrete output of the report and the subsequent implementation and dissemination that follows the publication being important in the long term impact and result of the concrete output.
