Ingame Leader is a social enterprise funded by the Victorian State Government’s department of Jobs, Precincts and Regions that uses Esports as a medium to help at-risk-youth:
○ Improve their personal relationships
○ Improve esteem and overall mental health;
○ Improve educational outcomes
○ Direct away from anti-social activities (ie; drugs, crime)
With support of organisations such as Razer , Chisholm Institute , Monash University and the Frankston Foundry, Ingame Leader does this through a combination of structured programs and online safe spaces that equip young adults at risk with the connections, skills and community needed establish better future outcome.
Specifically, Ingame Leader is developing social participations programs designed to help young adults suffering:
● Mental Health Risk - Working with youth 'at risk' of self-harm or suicide
● Education Risk - Working with youth 'at risk' of leaving the education system prematurely leading to poor transition from school to work or further study.
● Alcohol & Other Drug Risk - Working with youth ‘at risk' of drug-related harm or 'at risk' of overdose.
● Criminal Activity Risk - Working with youth ‘at risk' of entering the criminal justice system.
Mental health conditions often start early in life and can have significant implications for success in education, future careers and personal relationships.
According to the ABS, one in four young people experiences a mental health condition and suicide is the leading cause of death for Australians aged 15 to 24.
Furthermore, half of all mental health conditions known to emerge by the age of 14, and three-quarters by age 24.
It is widely known that identifying issues early and getting a young person into the right support and treatment can change lives.
The challenge, however, is in finding effective and meaningful ways to better discover and connect with them before it is too late.
Using team-based video games (esports) as the primary mechanism, the IGL program itself shares many common positive characteristics with that of traditional physical sports. A predominantly social experience, esports brings almost all the positive characteristics and values of traditional sports, such as teamwork, leadership, collaboration, creativity and much more.
Unlike traditional sports, however, esports is unique in the sense that it offers a considerably low barrier to participation to that of physical sports, which require considerable human capital and physical infrastructure to establish itself and scale.
Most importantly, esports is a fast-trending and mainstream force that offers a channel for us to connect with our newest generation of young adults. Inspired by similar traditional after-school sports programs, Ingame Leader has developed a 4-6 month pilot program to complement existing learning and promote principles and values such as:
Throughout the program, participants learn skills that they can apply in and outside the game, such as:
- Goal setting
- Communication skills
- Resilience & mental toughness
- Teamwork and collaboration
- Planning and strategy
- Discipline & practice
OUR BIG HAIRY AUDACIOUS GOAL 1000 in 1000 DAYS
With our first cohort already underway, we're already looking ahead to help raise fund for our next intake. With your help, we can help bring this program to a much wider audience and introduce young people at risk of exiting the education system with the skills, ideas and community needed to overcome life's obstacles.
SO WHAT ARE YOU WAITING FOR?
SUPPORT US TODAY AND HELP FUND A FUTURE INGAME LEADER!
For more information visit www.ingameleader.com
- Can Ince
- Nathan McKenzie
- Aedan Kerr
- Boran Ceylan
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