Ygam – Digital Harms – A Students’ digital lives research and knowledge mobilisation
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Work Package 5: Digital Harms – A Students’ digital lives research and knowledge mobilisation
Analysis and synthesis of data
Aim: Ygam previously partnered with Queen Mary University of London to explore young people’s digital lives, including experiences of gaming, online spending, social media, digital influences and emerging harms. While valuable insights were generated, there is an opportunity to revisit the findings and translate them into practical outputs.
Tasks:
– Review and analyse the existing Students’ Digital Lives datasets
– Identify key findings, themes and insights most relevant to Ygam’s current priorities.
– Explore how the findings relate to current issues such as gaming, gambling-like content, influencer culture, digital spending and financial harms.
– Translate findings into accessible formats suitable for different audiences.
Deliverables:
– A concise report
– Executive summary
– Recommendations
– A knowledge mobilisation
5.2 Research into practice
Challenge:
Research only creates impact when it reaches the people who need it. How can Ygam use the Students’ Digital Lives findings to support young people, practitioners and decisionmakers?
Creative Task: Create one or more dissemination products, such as: a conference abstract and presentation deck, an infographic for educators, a blog series or thought leadership article, social media content”
Website: https://ygam.org/
Supporting Documents:
Sector:
Industry:
Mode:
Work Format:
Location:
Contact:
Work Package 5: Digital Harms – A Students’ digital lives research and knowledge mobilisation
Analysis and synthesis of data
Aim: Ygam previously partnered with Queen Mary University of London to explore young people’s digital lives, including experiences of gaming, online spending, social media, digital influences and emerging harms. While valuable insights were generated, there is an opportunity to revisit the findings and translate them into practical outputs.
Tasks:
– Review and analyse the existing Students’ Digital Lives datasets
– Identify key findings, themes and insights most relevant to Ygam’s current priorities.
– Explore how the findings relate to current issues such as gaming, gambling-like content, influencer culture, digital spending and financial harms.
– Translate findings into accessible formats suitable for different audiences.
Deliverables:
– A concise report
– Executive summary
– Recommendations
– A knowledge mobilisation
5.2 Research into practice
Challenge:
Research only creates impact when it reaches the people who need it. How can Ygam use the Students’ Digital Lives findings to support young people, practitioners and decisionmakers?
Creative Task: Create one or more dissemination products, such as: a conference abstract and presentation deck, an infographic for educators, a blog series or thought leadership article, social media content”
Website: https://ygam.org/
Supporting Documents:

