Social gaming and esports in a health-competent and citizenship-enhancing framework: Children and young people's path to better digital well-being

The purpose of this two-year research project idea is two folded. Firstly, the research project will create knowledge with children and young people aged 10-17 about their well-being and unhappiness with esports and gaming in two different contexts, DGI (idrætsforeninger) and the leisure clubs (fritidsklubber). Secondly, and based on this knowledge the project will develop a model for “health-competent esports- and gaming organisation” (Sørensen et.al. 2024) based on methods from critical utopian action methods (Thingstrup &amp; Lind 2025).<br/><br/>Well-being can be understood as an individual's way of evaluating joy and satisfaction in life, including having good relationships with others and the experience of being able to function socially in a community. When well-being is related to digital media, and according to Büchi (2021), it is about how digital use, including gaming and esports, affects children's 'analog' well-being in a positive and/or negative) way. Lived citizenship is a concept used in research to describe situations in everyday life, where children and young people learn about democracy and democratic processes (Brus 2025; Leonard 2016). The concept should be understood as an interaction between children's path to becoming citizens in society (becoming), children as actors and the framework that society creates for negotiation and participation (structure). Lived citizenship focuses on children's subjective experiences of being involved in decision-making processes, how their citizenship identity is developed and sharpened in interaction with siblings, peers, adults and professionals. <br/><br/>Based on Büchi's (2021) model for digital well-being, knowledge will be collected through interviews with children and young people about their well-being and dissatisfaction in two different contexts. Based on critical utopian action research, 10 exploratory workshops will be held with children and young people together with facilitating adults (Thingstrup &amp; Lind, 2025). Based on the accumulated knowledge, the participating organizations and sectors will - through two workshops facilitated by researchers - develop a model for a better and more health-competent organisation for a better digital well-being of children and young people.<br/>

Publication Details

Published
2025-08-15
Primary Topic
Fetal and Pediatric Neurological Disorders
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article

Social gaming and esports in a health-competent and citizenship-enhancing framework: Children and young people's path to better digital well-being

Fetal and Pediatric Neurological Disorders
article

Social gaming and esports in a health-competent and citizenship-enhancing framework: Children and young people's path to better digital well-being

article en

Abstract

The purpose of this two-year research project idea is two folded. Firstly, the research project will create knowledge with children and young people aged 10-17 about their well-being and unhappiness with esports and gaming in two different contexts, DGI (idrætsforeninger) and the leisure clubs (fritidsklubber). Secondly, and based on this knowledge the project will develop a model for “health-competent esports- and gaming organisation” (Sørensen et.al. 2024) based on methods from critical utopian action methods (Thingstrup &amp; Lind 2025).<br/><br/>Well-being can be understood as an individual's way of evaluating joy and satisfaction in life, including having good relationships with others and the experience of being able to function socially in a community. When well-being is related to digital media, and according to Büchi (2021), it is about how digital use, including gaming and esports, affects children's 'analog' well-being in a positive and/or negative) way. Lived citizenship is a concept used in research to describe situations in everyday life, where children and young people learn about democracy and democratic processes (Brus 2025; Leonard 2016). The concept should be understood as an interaction between children's path to becoming citizens in society (becoming), children as actors and the framework that society creates for negotiation and participation (structure). Lived citizenship focuses on children's subjective experiences of being involved in decision-making processes, how their citizenship identity is developed and sharpened in interaction with siblings, peers, adults and professionals. <br/><br/>Based on Büchi's (2021) model for digital well-being, knowledge will be collected through interviews with children and young people about their well-being and dissatisfaction in two different contexts. Based on critical utopian action research, 10 exploratory workshops will be held with children and young people together with facilitating adults (Thingstrup &amp; Lind, 2025). Based on the accumulated knowledge, the participating organizations and sectors will - through two workshops facilitated by researchers - develop a model for a better and more health-competent organisation for a better digital well-being of children and young people.<br/>

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Fetal and Pediatric Neurological Disorders
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