RiskCtrl: Safeguarding Mental Well-being in the Gambling and Entertainment Sector (European Project KA220 – Cooperation Partnerships in Adult Education)

RiskCtrl: Safeguarding Mental Well-being in the Gambling and Entertainment Sector (European Project KA220 – Cooperation Partnerships in Adult Education)
Primary Target Group:
Young adults and adult workers in gambling establishments where high-risk or addictive behaviours are likely to develop (e.g. casinos, betting shops, online gambling platforms, etc.).
Secondary Target Group:
Adults who visit high-risk establishments and/or adults who know individuals who have developed high-risk behaviours from such activities (e.g. family members).
Although the gambling and entertainment sector is experiencing significant economic growth, it is also associated with a range of social risks and harmful consequences. However, many adults in the European Union lack adequate awareness of early warning signs and prevention policies related to high-risk behaviours, while traditional communication-based prevention methods have shown limited effectiveness.
As the sector continues to expand, the development of new and innovative approaches for educating and raising awareness among employees and regular visitors about potential risks becomes increasingly imperative. These efforts should prioritise the promotion of safe and responsible behaviour, with the aim of mitigating harm.
Within this context, the RiskCtrl project seeks to enhance the understanding of employees in the gambling and entertainment sector through the creation of a Virtual Learning Lab (VLL), equipped with updated training modules.
At the same time, in order to address the challenges that individuals visiting gambling establishments may face, an innovative Serious Digital Game will be developed. This game will utilise interactive scenarios as a powerful tool to effectively highlight different types of healthy and unhealthy behaviours that are frequently observed in high-risk establishments within the gambling and entertainment sector.
1. Virtual Learning Lab (VLL)
Development of an innovative Virtual Learning Lab consisting of four comprehensive training modules. The platform will provide login access to those wishing to undertake the training modules and, upon their completion, will award the necessary certificates.
The objective is to strengthen knowledge and understanding of the risks associated with the gambling and entertainment sector, including high-risk behaviours.
2. Serious Digital Game
Development of an innovative digital game. The game will utilise interactive scenarios as a powerful tool to effectively highlight different types of healthy and unhealthy behaviours frequently observed in high-risk establishments within the gambling and entertainment sector.
Participants will enhance their awareness and develop improved skills in managing complex situations or seeking professional assistance when identifying similar problematic patterns.
3. Mastery Program
Development of a comprehensive awareness campaign and training opportunities for adults and workers, aiming to mitigate the risks associated with gambling. The campaign seeks to cultivate a culture of responsibility through strategically designed awareness actions and tailored training sessions.