RiskCtrl

Description

It has been identified that the post-Covid period has created a detrimental impact on risky behaviour that derives from high-risk-taking activities or the development of gaming disorders (Armoon et al., 2023), which leads to adults’ mental health disruption. Governments and public bodies often address this issue superficially and generically, resulting in minimal results on behavioural changes or transition to healthier habits (Marko et al., 2023). However, recent concerns at the EU level have called for additional measures to be taken due to the harms that many players’ online gaming habits have caused (European Parliament, 2023).

Therefore, to ensure digital safety through various activities and educational resources, RiskCtrl aims to inform and raise the awareness of adults who engage in the online gaming and entertainment sector, either online or offline, with high-risk-taking activities. Such activities may involve social media games addiction, mobile games addiction, online gambling addiction, fantasy sports addiction, arcade games addiction, etc. The project goes beyond online activities and extends its scope to land-based establishments and their employees and visitors. It offers innovative training programs to them, while also serving as an educational hub for frequent visitors of these establishments.

The need for such an approach derives from the increasing rates of people who suffer from such activities (Carbonaro, 2023). These activities can lead to negative consequences, often driven by the activation of the brain’s reward system and influenced by a combination of biological, psychological, and environmental factors (Derevensky, 2022). Although only a minority of adults, approximately 3-4%, engaging in these activities exhibit signs of addictive or risky behavior (WHO, 2017), it is crucial to acknowledge that such behavior not only jeopardizes their own safety but also poses risks to those in their proximity, including employees in gaming and entertainment establishments (Justman, 2020).

Consequently, the project focuses on this problematic minority as well as employees of the gaming and entertainment sector. Employees in gaming establishments are on the front lines of managing interactions with patrons, including those exhibiting problematic gambling behaviors. This will help reduce workplace risks and adverse effects and encourage adults who engage in such activities to adopt healthier gaming habits. This approach aligns with the chosen priorities as it provides digital training to both the employees of the sector and visitors, in an effort to include people who suffer from such problematic behavior.

To accomplish all the above, the consortium was established by a group of technology, mental health, and gaming/gambling prevention experts and policymakers to address the pressing needs in the field.

Objectives

RiskCtrl aims to meet the needs of workers in the gaming and entertainment sector by empowering them to act as preventative agents and enhance the experience of visitors and players. The project provides innovative training and educational resources to workers and adults who engage in these activities to raise their awareness of potential hazards in the sector, with a particular emphasis on mental health disorders and problematic patterns.

Implementation

RiskCtrl develops a Virtual Learning Lab for workers in the gaming and entertainment sector by providing up-to-date modules; a Digital Simulation Game for the general adult population offering realistic scenarios on problematic behaviours; and a Mastery program that involves training opportunities for workers and adults. To do this, RiskCtrl organises policy labs, pilot sessions, storytelling, and Educational Hotspots to collect feedback on needs and perception to engage target groups in the process.

Results

The RiskCtrl project uses different methods to educate and raise awareness in the gaming and entertainment industry. It develops a Virtual Learning Lab for training sector workers, a Digital Simulation Game for interactive adult learning, a Mastery Program for awareness campaigns and customized training sessions, and a Policy Lab to develop a Policy Recommendation Document that can be used by regulators and policymakers.

Call:

N/A

Project Acronym:

RiskCtrl

Project Title:

RiskCtrl – Digital Safety & Prevention of Problematic Gaming Behaviours in Adults

Tags:

Cultural and Humanitarian Affairs

Project Duration:

RiskCtrl 24 months

Start date: 31/12/2025

End date: 30/12/2027

Website

Social Media:

Project Views:

Proposal ID:

2025-1-CY01-KA220-ADU-000350963

Project Total Costs:

N/A

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