Problem addressed
Excessive gaming and digital device use are negatively impacting the emotional, physical, and social wellbeing of children and teenagers. Many young people lack access to critical information about the risks of digital overuse, and schools often feel unequipped to address this issue effectively and engagingly.
Innovative solution
InGaming Goes to Schools combines peer education with participatory methodologies to build awareness around digital wellbeing and the risks of screen addiction. The project trains youth ambassadors who, because of their proximity in age, language, and interests, communicate effectively with their peers in school settings. Sessions are adapted to different age groups and cover emotional regulation, screen time management, online relationships, and gaming culture. This peer-led and interactive approach fosters greater student engagement and creates a safe space for reflection and behavior change.
Key results and benefits
Over 1,500 students engaged across different education levels (primary to upper secondary)
Youth ambassadors trained in communication, leadership, and digital literacy
Increased awareness of digital habits and their impact on sleep, school performance, and social relationships
Teachers, school psychologists, and families actively involved in the educational process
Age-adapted sessions with playful and interactive materials promoting digital wellbeing
Strong demand from schools for continued and expanded implementation
Potential for mainstreaming
With a replicable methodology and scalable resources, the programme has strong potential for expansion. Ambassador training, standardised session plans, and the adaptability of content across age groups and regions make it suitable for national rollout. The model can also be integrated into broader strategies on school success, mental health promotion, and digital citizenship, and transferred to other countries with minimal cultural adaptation.