The GameOver Project

In the digital age, online gaming is an integral part of young people’s daily lives, offering entertainment, creativity, and social interaction. However, excessive engagement can lead to serious consequences for students’ academic performance, social life, and mental health.

The GameOver project, under the Erasmus+ KA2 programme, aims to prevent problematic online gaming among students aged 12–16. Through innovative tools and actions, the project empowers school communities to prevent, detect, and intervene early in such behaviours.

 

Objectives of GameOver

The GameOver project focuses on four key areas:

  • Raising awareness within the educational community about the risks of excessive gaming.
    • Early detection of signs of problematic behaviour through appropriate tools.
    •  Training and providing resources to teachers, parents, and students for the prevention and management of the phenomenon.
    •  Supporting vulnerable groups of students, particularly those from less privileged backgrounds.

 

What the Project Will Deliver

Within the framework of GameOver, the following will be developed and made available:

  • Early Detection Instrument (EDI).
    Educational tools and materials tailored to the needs of schools and families.
    •  Online training program for educational professionals.

 

Through GameOver, we aim to strengthen knowledge, awareness, and digital balance within school communities across Europe!

Stay tuned for more news and activities!

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