This publication showcases a collection of projects and practices in the field of cultural youth work, with a focus on programmes that draw on the potential of...
I had a great opportunity to discuss youth work with experts from Estonia and the Netherlands. Ron Mesman is a manager of youth work in Amstelveen, a small and...
Imagine an interactive online theatre performance: the actors and audience are both online, and the audience experiences the performance by following a mix of...
As part of the Diggiloo project, I interviewed Aleksi Valta, Executive Director of the Association of Finnish Children’s Cultural Centres and Auni Tuovinen,...
Games have brought us joy for millennia and even digital games have fifty odd years of history behind them. Digital gaming first exploded in the 1980s, as game...
Kuopio city museum network is utilising digital learning environments for public engagement. Gamification platform Seppo.io has been chosen for use across our...
The Game Over? – Continue! project aimed to promote youth wellbeing and improve young people’s outlook on the future through facilitated gaming sessions....
In 2022, a number of image generators became available to the general public. These applications enabled us to produce images of significantly higher quality...