Young Gamers Outside Education, Employment or Training: Translating Computer Gaming Skills to Job Relevant Competencies

9.5 per cent of people aged between 15 and 29 in Norway are ‘not in education, employment or training’ (NEET) (Statistisk sentralbyrå, 2022). NEET status is generally associated with several negative factors, such as lack of social mobility, poverty, negative socioeconomic status and persistent exclusion from education and work life (Wrigley, 2017). Work exclusion represents a significant challenge on both a macroeconomic level and for the individuals who experience work exclusion. The perspective of computer games as learning tools has resulted in an increased interest in how games can generate positive changes in the player (Gee, 2007; McGonigal, 2012). From the perspective of career guidance, it is central to look at whether the positive changes and the learning such change implies can be used to develop career competencies and skills that are attractive for the world of work. This paper reports on a project to develop, conduct, study and evaluate an occupational training program for 15 young gamers between the ages of 18 and 30 classified as NEET. The research question for the project is how participants in a work preparation course experience computer gaming as an arena for developing career competencies and skills and how these skills and competencies may contribute to the participants’ employability

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2830
Primary Topic
Youth Education and Societal Dynamics
Type
article
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article

Young Gamers Outside Education, Employment or Training: Translating Computer Gaming Skills to Job Relevant Competencies

Håvard Vibeto, Ingrid Bårdsdatter Bakke, Øyvind Ibrahim Marøy Snipstad, Julie Sikin Bhanji Jynge
European Conference on Games Based Learning
Youth Education and Societal Dynamics
article

Young Gamers Outside Education, Employment or Training: Translating Computer Gaming Skills to Job Relevant Competencies

Håvard Vibeto, Ingrid Bårdsdatter Bakke, Øyvind Ibrahim Marøy Snipstad, Julie Sikin Bhanji Jynge
article en

Abstract

9.5 per cent of people aged between 15 and 29 in Norway are ‘not in education, employment or training’ (NEET) (Statistisk sentralbyrå, 2022). NEET status is generally associated with several negative factors, such as lack of social mobility, poverty, negative socioeconomic status and persistent exclusion from education and work life (Wrigley, 2017). Work exclusion represents a significant challenge on both a macroeconomic level and for the individuals who experience work exclusion. The perspective of computer games as learning tools has resulted in an increased interest in how games can generate positive changes in the player (Gee, 2007; McGonigal, 2012). From the perspective of career guidance, it is central to look at whether the positive changes and the learning such change implies can be used to develop career competencies and skills that are attractive for the world of work. This paper reports on a project to develop, conduct, study and evaluate an occupational training program for 15 young gamers between the ages of 18 and 30 classified as NEET. The research question for the project is how participants in a work preparation course experience computer gaming as an arena for developing career competencies and skills and how these skills and competencies may contribute to the participants’ employability

European Conference on Games Based LearningVol. 18(1)
University of Inland Norway (NO)
Reduced inequalities
Openalex Percentile: Top 63%
Youth Education and Societal Dynamics
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