In this case study we will examine ways the Esports for Wellbeing program sought to support mental health and wellbeing for a group of vulnerable teenage players. A set of guiding principles highlighted in the Spaces of Refuge series serve as our north star. They include:

  1. Meet Youth Where They Are: Too often, experts and adults have designed technologies and programs, only to struggle to have youth, and particularly minoritized youth, engage with them. Youth populations that innovators are seeking to serve should be involved from the start, with their interests, practices, and lived experience informing and driving the development and deployment of new efforts.
  2. Tailor to Diverse Groups and Ages: Youth are often described as a monolithic group, even though we know that young people’s backgrounds and interests are just as diverse as we see in the adult world. Approaches must be tailored to and draw from the needs and assets of specific populations and communities in order to arrive at equitable solutions.
  3. Build Connections Between Existing Assets: Despite an explosion of apps and online content for mental health, wellbeing, and self-care, the evidence is clear that vulnerable youth are not connecting to these assets. The critical gap in the ecosystem is the connection, translation, and tailoring of expert content and wellbeing resources for vulnerable youth, where and when they need them.
  4. Tap Youth Agency and Peer-to-Peer Support: Youth leadership, knowledge, and lived experience in supporting each other in times of distress, amplifying positive practices, and working against toxicity online, are generally not considered in the design of wellbeing apps and interventions, even when they are intended for youth. Tapping youth agency and expertise is critical, particularly with technology-intensive interventions that require youth buy-in and engagement.

More details can be found in the blog link below.

Exploring Esports as Context to Support Youth Wellbeing