Ygam launches new gaming safety programme

Ygam launches new gaming safety programme

In response to the evolving challenges and opportunities in the world of digital entertainment, Ygam—an award-winning education charity committed to harm prevention—has introduced a bold new initiative aimed specifically at young gamers and those surrounding them. The newly launched Gaming & Esports Programme is the latest addition to Ygam’s growing portfolio of evidence-based educational initiatives, focusing on safeguarding children and adolescents who spend increasing amounts of time in virtual gaming environments.

This comprehensive programme is tailored to provide essential knowledge and tools to not only young players but also to parents, carers, educators, and professionals working in the fast-developing gaming and esports industries. Through this targeted approach, Ygam seeks to create safer, more supportive digital experiences and encourage informed engagement with gaming culture.

The rising relevance of gaming in young people's lives

Video games have become a dominant form of entertainment for millions of young people worldwide. In 2024, more than 80% of individuals aged 16 to 24 in the UK alone reported playing video games regularly. Of these, a significant majority—around 83%—played games online, either cooperatively or competitively. This shift towards online and interactive play introduces a new set of social dynamics, risks, and potential vulnerabilities that many parents and educators are not fully equipped to understand or address.

Meanwhile, the esports sector—once a niche market—has experienced meteoric growth. Valued at just under $2 billion in the early 2020s, the global esports market is now projected to surpass $10.9 billion by 2032. With professional gaming gaining legitimacy and popularity among youth as a career path, this growth underscores the importance of introducing harm prevention frameworks at the early stages of exposure to these digital environments.

Topics addressed in the new programme

The Gaming & Esports Programme stands out for its breadth and forward-thinking scope. It is not merely focused on the dangers associated with gaming but offers a nuanced and balanced view of the entire ecosystem. The programme includes content on:

  • Microtransactions and virtual currencies: Understanding the psychological and financial implications of in-game purchases.
  • Advertising and monetization: Teaching young people how advertising models shape gaming content and influence player behavior.
  • Mental health and gaming habits: Exploring the psychological effects of extended gameplay and the importance of maintaining a healthy balance.
  • Pathways into the esports industry: Providing guidance for those interested in pursuing careers in gaming, including ethical and inclusive practices.
  • Creating inclusive virtual spaces: Encouraging respectful and safe behavior in online communities and highlighting the importance of diversity.
  • Digital safeguarding and privacy: Equipping young gamers with the tools to protect their personal data and respond to inappropriate behavior online.

This multi-dimensional approach is designed to educate holistically rather than alarm, building resilience and critical thinking skills among participants.

A successful pilot reveals the programme’s potential

Earlier this year, Ygam partnered with the Sheffield United Community Foundation and esports students from Sheffield Hallam University to run a pilot version of the programme. The session took place at the National Video Game Museum, an appropriate setting for the intersection of education, history, and gaming innovation.

The response to the pilot was overwhelmingly positive. Students and facilitators alike noted the relevance of the content, especially in addressing real-world challenges faced by young gamers. The pilot served not only as a validation of the programme’s design but also provided crucial feedback for refining its delivery in future sessions.

The importance of early intervention

Sacha Kent, the head of Ygam's Gaming & Esports Programme, highlighted the importance of taking a proactive approach to gaming education:

“It’s vital we recognise the central role gaming plays in the digital lives that children lead today. This new programme marks an important step in helping young people enjoy gaming safely, with the knowledge and tools to better understand potential risks and harms. Through our work with parents, young people, and professionals across sectors, we know there is a real demand for this kind of education. We’re incredibly proud and excited to begin delivering it to communities across the country.”

This insight reflects a growing recognition that digital literacy must extend beyond general internet safety. Gaming, as a deeply immersive and often competitive space, brings specific challenges that traditional online safety curricula may overlook.

Political support for youth gaming education

The initiative has also garnered political support. Charlotte Nichols MP, who chairs the All-Party Parliamentary Group (APPG) for Video Gaming and Esports, welcomed Ygam’s work in this critical area:

“Video games are an enormous part of huge numbers of children and young people’s everyday lives. They offer so much in entertainment, socialisation and education but there are of course dangers in the online world. Ygam do so much good work in this field to raise challenging issues and work to address them to make gaming a safer place, and I am glad to work with them to do this.”

This backing from policymakers is crucial in raising the profile of digital safety initiatives and encouraging broader adoption across educational and youth-focused institutions.

Voices from the community

One of the attendees at the pilot session was Lia Thompson, the President of the Gaming & Esports Society at Sheffield Hallam University. Lia spoke candidly about the importance of early intervention and shifting cultural norms within gaming spaces:

“I think the new Ygam programme is really important – the Gaming and Esports industry is going in the right direction with the increasing ability to report inappropriate behaviour, but safeguarding needs to start before that. There needs to be more awareness of the behaviour that is actively happening, so that it stops being normalised. If we can get young people to think about this early on, we can stop it from happening in the first place, and Ygam’s new programme really helps to achieve this.”

She also highlighted the gendered aspects of gaming culture:

“As a woman in gaming, you see these behaviours normalised from a young age, so you begin to think that’s how you should act to be accepted by the community. This is not the true version of yourself, and toxic behaviour online should not be enabled like this. Ygam’s training is bringing attention to the impact of these behaviours, changing mindsets and helping others feel more comfortable calling it out to make their communities and peers safer.”

These testimonials speak to the real-world impact the programme can have—not only in fostering personal development but also in reshaping broader gaming cultures.

Ongoing delivery and national rollout

Following the success of the pilot, Ygam has already facilitated learning sessions with nearly 100 young people and adults. The programme has been presented through a combination of open public sessions and private workshops, including one held with the Newcastle United Foundation, further cementing its reach and relevance.

Ygam’s Gaming & Esports team is now actively expanding delivery. A full calendar of open sessions is scheduled throughout April and May, and the charity is collaborating with schools, universities, and community groups across the UK to bring this content to a wider audience.

Setting a new standard for digital wellbeing

In an age where young people increasingly interact in digital rather than physical spaces, the significance of programmes like Ygam’s cannot be overstated. It offers a model for how harm prevention can be meaningfully embedded into the digital activities that young people already value and enjoy.

Rather than seeking to limit or stigmatise gaming, the programme acknowledges its educational, social, and even professional value. At the same time, it refuses to shy away from the challenges—including cyberbullying, predatory behavior, addictive mechanics, and exclusionary cultures—that must be addressed to make the digital world safer for all.

Conclusion

Ygam’s Gaming & Esports Programme represents a thoughtful, well-timed intervention in the rapidly evolving digital landscape. By addressing the unique needs of young gamers and their support networks, the initiative empowers a new generation with the tools to thrive safely in virtual environments. It sends a clear message: gaming can be fun, enriching, and even life-changing—but only when approached with awareness, education, and responsibility.

As the programme expands across the UK, it has the potential to not only change individual lives but also reshape how society understands and engages with the gaming and esports ecosystems.

FAQs

What is Ygam's Gaming & Esports Programme?
It’s an educational initiative designed to help young people, parents, and professionals understand and mitigate risks associated with gaming and esports.

Who is the programme intended for?
It targets young gamers, their families, and professionals in the education and gaming sectors.

What topics does the programme cover?
It covers digital safety, mental health, microtransactions, career opportunities in esports, and inclusivity in gaming spaces.

Why is this programme important in 2024?
Gaming is more accessible than ever, and young people are often exposed to risks online without adequate education or support.

How was the programme received during its pilot?
The pilot in Sheffield was successful, with participants praising its relevance and practical value.

Is there political support for this programme?
Yes, it has support from Members of Parliament including Charlotte Nichols MP, who chairs the APPG on Video Gaming and Esports.

Will the programme be available nationwide?
Yes, Ygam plans to deliver sessions across the UK in the coming months.

Can professionals attend the training?
Absolutely. The programme is also tailored for educators, youth workers, and others in relevant sectors.

Does the programme address gender issues in gaming?
Yes, it includes discussions on gender-based harassment and ways to promote inclusive, respectful communities.

How can someone get involved or attend a session?
Interested individuals can sign up for open sessions on Ygam’s official website or through partnered institutions.

Share

I have over 10 years' experience proofreading and editing where spelling and grammar were paramount. This includes newspaper publication and designing advertisements. I personally write all my articles.This allows me to do in-depth research and provide premium content.