turneja digitalnega državljanstva: gaming za enakost / digital citizenship roadshow: gaming for equality

Videoigre so pomemben del vsakdanjega življenja številnih mladih. Ob igranju se družijo, sklepajo prijateljstva in spoznavajo nove ljudi. Toda spletni svet ni vedno prijazen. Mladi se lahko srečujejo z žaljivkami, diskriminacijo, sovražnim govorom in izključevanjem. Takšne izkušnje lahko vplivajo na njihovo počutje in občutek pripadnosti.

Projekt Turneja digitalnega državljanstva: Gaming za enakost bo svet videoiger uporabil za pogovor o spoštovanju, enakosti in odgovornem vedenju na spletu. Namenjen bo predvsem mladim in igralcem videoiger, ki bodo skozi njim poznane vsebine spoznavali, kako pomembno je spoštovati druge in se odzvati na neprimerno vedenje.

S projektom bo društvo spodbujalo varnejše in bolj vključujoče spletno okolje ter ozaveščalo o evropskih vrednotah, predvsem enakosti, človekovih pravicah in nediskriminaciji. Mladim bo pokazalo, da so te vrednote pomembne tudi pri vsakdanjem druženju in igranju videoiger.

Pričakovani rezultati

  • Mladi bodo bolje usposobljeni za prepoznavanje in preprečevanje sovražnega govora, diskriminacije in nestrpnosti v svetu videoiger. Skozi šest praktičnih delavnic bo 300 mladih pridobilo znanje in veščine za prepoznavanje neprimernega vedenja, odzivanje nanj ter ustvarjanje varnejšega in bolj vključujočega spletnega okolja.
  • Mladi bodo bolj ozaveščeni o pomenu spoštovanja, enakosti in zdravih vedenjskih vzorcev na spletu. S kampanjo in video vsebinami o vrednotah Evropske unije bo projekt dosegel najmanj 50.000 ogledov ter spodbudil razmislek o odgovornem vedenju v digitalnem svetu.
  • Okrepila se bo skupnost mladih, ki v svetu videoiger spodbuja spoštljivo komunikacijo, sodelovanje in vključevanje. Z izvedbo desetih interaktivnih oddaj v živo (Impact Streams) bodo mladi dobili prostor za pogovor, izmenjavo izkušenj in skupno iskanje rešitev za izzive v digitalnem okolju.
  • Več mladih bo spoznalo pomen evropskih vrednot in možnosti za njihovo uresničevanje v vsakdanjem življenju. S predstavitvijo projekta na dogodku EPICENTER bodo projektne vsebine dosegle dodatne mlade, spodbudile pogovore o spoštovanju in enakosti ter omogočile širjenje pridobljenega znanja med udeleženci dogodka.

/

Video games are an important part of everyday life for many young people. Through gaming, they socialise, make friends and meet new people. However, the online world is not always friendly. Young people may encounter insults, discrimination, hate speech and exclusion. Such experiences can affect their well-being and sense of belonging.

The project Digital Citizenship Roadshow: Gaming for Equality will use the world of video games to encourage discussions about respect, equality and responsible online behaviour. It will primarily target young people and gamers, who will explore the importance of respecting others and responding to inappropriate behaviour through content they are familiar with.

Through the project, the association will promote a safer and more inclusive online environment and raise awareness of European values, particularly equality, human rights and non-discrimination. It will show young people that these values are also important in their everyday interactions and gaming experiences.

Expected Results

  • Young people will be better equipped to recognise and prevent hate speech, discrimination and intolerance in the world of video games. Through six practical workshops, 300 young people will gain the knowledge and skills to recognise inappropriate behaviour, respond to it and help create a safer and more inclusive online environment.
  • Young people will be more aware of the importance of respect, equality and healthy online behaviour. Through a campaign and video content about European Union values, the project will achieve at least 50,000 views and encourage reflection on responsible behaviour in the digital world.
  • A community of young people promoting respectful communication, cooperation and inclusion in the gaming world will be strengthened. Through ten interactive live broadcasts (Impact Streams), young people will have a space to discuss issues, share experiences and jointly explore solutions to challenges in the digital environment.
  • More young people will understand the importance of European values and how to put them into practice in everyday life. By presenting the project at the EPICENTER event, the project activities will reach additional young people, encourage discussions about respect and equality, and enable participants to share the knowledge they have gained.