Gaming hubs & participation
An accessible place where young people walk in and have a real say. Participation that gets further than a policy paper.
- Accessible
- Genuine reach
- Co-created
Reach and connect young people in their online world, with gaming hubs, serious games and programmes around digital resilience.
GLHF helps municipalities and public organisations reach young people in their online world. We set up gaming hubs where young people walk in and have a say, develop serious games for policy questions and deliver programmes around digital resilience and prevention. Always linked to your policy goals and with a clear route to funding.
An accessible place where young people walk in and have a real say. Participation that gets further than a policy paper.
Young people learn through play to navigate the online world and its risks. Serious games that match the world they live in.
Positive activity, early signalling and connection between subcultures. Gaming crosses social barriers.
Every route is productised with a fixed structure, timeline and evaluation, so the results can be accounted for towards the council and the executive.
A gaming hub gives young people a permanent place where they walk in, take part and have a say in the programming. Youth work gains a meeting point where contact happens naturally, including with groups that would never visit a community centre. GLHF takes care of the concept, the fit-out, the programming and the training of facilitators. Founder Geoffrey van der Vet previously set up the operation of Virtuocity in Doha, the first dedicated gaming hub in the region with room for 250 gamers.
A serious game makes a policy theme tangible: from poverty and debt support to digital safety. For young people it is a way to think along about their neighbourhood, for civil servants a working format that sparks more than a presentation. Serious games are an accepted instrument within government, as seen at DigitaleOverheid.nl, Platform31 and VNG among others. We design the game, facilitate the sessions and summarise the outcomes in a practical report.
Young people grow up online, with all the opportunities and risks that come with it. In this programme they learn through play to handle peer pressure, manipulation and strangers online. The approach follows the frameworks of Mediawijsheid, Trimbos and NJi, and strengthens social cohesion at the same time: gaming connects groups that rarely meet otherwise.
Municipalities are looking for ways to reach young people in their online world. Serious games are now an accepted instrument within government. We link our work to digital resilience, social cohesion and prevention, and we think along about funding.
Sources include: municipal action plans on the online world of young people · SIDN fonds · Stimuleringsfonds Creatieve Industrie.
We start with your challenge: participation, resilience, prevention or cohesion. Together we define the target group, the neighbourhood and the intended result.
You receive a plan with setup, timeline and budget, plus advice on funding through municipal budgets or funds such as SIDN fonds.
We deliver together with youth work, schools and local partners, so the programme takes root in the neighbourhood.
An evaluation shows the reach and impact, with recommendations to anchor the programme locally.
Young people are online and in games every day. A gaming hub or a serious game meets them there, in an accessible way and in their own language. GLHF helps with the setup, the programming and the on-site facilitation.
Yes. Gaming offers a positive activity, room for early signalling and connection between different groups of young people. It contributes to digital resilience and social cohesion in the neighbourhood.
A gaming hub gives young people a permanent place where they walk in, take part and have a say. That strengthens participation, extends the reach of youth work and enables early contact.
A programme can be funded through municipal budgets and national funds, such as SIDN fonds and Stimuleringsfonds Creatieve Industrie. We think along about the route that fits your plans.
From the very first moment. Young people help shape the programming, the house rules and the layout, and they take on roles in organising events. That makes the hub feel like their place and keeps the reach intact.
Yes. A gaming hub can grow from an existing space in a community centre or library, with programming that matches the scale of the municipality. The setup scales with budget and ambition.
As reinforcement. Youth workers know the neighbourhood and the young people; we bring the format, the equipment and the gaming expertise. Youth workers join in at the hub and gradually take over the facilitation, so the programme stays anchored locally.
The setup, the audience and the day-to-day practice of a gaming hub explained.
Experience in our 3D world how we engage and connect young people. The world itself is in Dutch.
From gaming hubs to serious games: see what GLHF takes care of for public organisations.
Describe your situation in an email or give us a call, and we will explore the first step together.
Explore the first step