Sport-based events
Learning Through Movement, Reflection and Real-Life Choices
As part of the Safeling project, partners implemented nine sport-based activities for youth across the three participating countries: Serbia, Greece and Germany. These events gathered more than 250 participants, including young people, parents, coaches, teachers and youth professionals.
The activities were designed to bring the Safeling Guidebook to life. Instead of talking about gambling prevention only through lectures or information sessions, partners used movement, games, teamwork and guided reflection to help young people understand how gambling works, why it can become risky, and what healthier alternatives can support them in everyday life.
Some activities were implemented in real sport settings, such as gyms, sport halls, outdoor spaces and community sport environments. Others were organized in classrooms or workshop spaces, where educational discussion was combined with light physical activity, movement-based challenges, roleplay and group tasks. This flexible approach made it possible to adapt the activities to different groups, venues and local realities.
The Safeling Guidebook includes practical workshops such as The Gamble Game, where participants make team decisions under risk and experience simulated consequences; Temptation Islands, where young people move through different "risk" and "safe choice" zones; The Odds Arena, which helps participants understand randomness, near-wins and the illusion of control; Bet on Reality, which uses roleplay to explore real-life consequences; Gambling's Ripple Effects, which shows how gambling affects not only the individual but also family and community; Gambling in Gaming, which explores loot boxes, skins, microtransactions and online influence; Awareness Quest, which helps young people decode advertisements, influencers and sport sponsorships; and Balance in the Storm, which connects emotional regulation, stress and impulsive decisions with healthier coping strategies.
The atmosphere during the activities was open, energetic and highly participatory. Young people were curious and willing to engage, especially when they realized that the workshops were not created to judge them or tell them what to do. The games created a safe space where they could speak about risk, pressure, money, gaming, betting, emotions and online influence in a more natural way.
A strong moment in many sessions came during the reflection parts. At first, participants often treated the games as simple challenges. But after several rounds, they started noticing patterns: how quickly a team can take a bigger risk after a small win, how peer pressure influences decisions, how "almost winning" makes people want to try again, and how tempting it can be to chase a reward even when the chances are unclear. These moments helped young people connect the activity with real-life gambling situations.
Feedback from participants showed that the sport-based format made the topic easier to understand. Some young people said they had never thought about loot boxes, skins or "just one more try" mechanics as gambling-like behaviour before. Others recognized how gambling ads and influencer content can make betting look normal, exciting or harmless. Coaches and teachers also appreciated that the activities gave them a practical way to open sensitive conversations without turning the session into a formal lecture.
Parents who joined or observed some of the activities also found the approach useful. Many said that the workshops helped them better understand the connection between gaming, online spending, betting culture and emotional behaviour. For them, the activities offered a concrete starting point for talking with young people at home, especially about warning signs, online habits and the difference between healthy entertainment and risky patterns.
One of the most valuable takeaways was that sport can be a powerful prevention tool when it is combined with reflection. Physical activity alone is not enough. The learning happens when young people pause after the game and talk about what they felt, why they made certain decisions, how group influence worked, and what similar situations may appear in real life. This combination of movement and conversation made the Safeling activities both engaging and meaningful.
Across the three countries, the events confirmed that young people respond well to practical, active and relatable learning. They were more willing to discuss gambling risks when the topic was connected with everyday situations such as sport betting, gaming, social media, peer pressure, stress, boredom, quick rewards and the desire to belong. The activities helped them see that gambling is not only about money. It can also affect trust, emotions, time, school, friendships, family relationships and self-control.
