The project explores how youth clubs and digital meeting places can serve as inclusive arenas for young people in a digital age.
The project investigates how digital leisure activities—particularly gaming and online communities—can promote inclusion, safety, and social participation among youth.
The project is conducted as a follow-up study of the development initiative Digital Leisure for All, in collaboration with Ungdom og Fritid. Researchers have carried out observations in both physical and digital youth clubs, participated in LAN events, and conducted interviews with young people and youth workers. Additionally, surveys have been distributed to users and staff at youth clubs and the digital cultural hub NOVA.
The knowledge generated by the project is relevant for developing inclusive and safe digital meeting places for youth. It provides insights into how digital culture can be integrated into youth work, and how youth clubs can better respond to young people's digital interests and leisure needs.
The project also contributes to competence development in digital youth work and helps reduce barriers to participation in digital leisure activities.
Read more
-
Computer gaming – an inclusive youth arena?
This PhD project will explore the potential for computer games as an arena for inclusion in youth.
Participants
Publications
Hyggen, C.; Moberg, K. & Rogstad, J. (2025). «Dart eller dataspill?» Fritidsklubbenes rolle i en digital tidsalder. NOVA-rapport 5-25 (PDF)