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1. Digital identity: what it is and how it relates to "real" identity. "Digital identity is not under our control. It is created even before we are born" --> Reflection point
2. Doxing and other key concepts
3. Gaming culture - What it is and how it works - Let's find a space to learn and discuss about this topic
4. Comparison between traditional and digital bullying

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1. new terms - did not know know about doxing
2. online bullying vs offline bullying
3. practical steps for intervening

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1. new terms: doxxing and child grooming
2. new idea: how to involve influencers
3. tips on preventive work
4. How to use gaming in youth work
5. emphasize the influence of peers are influencers. We could use them more.

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1. Many countries need more data about these situations
2. Also situation is very different between countries.
3. Empathy is missing in internet
4. Anonymous status hides bullies.

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1. Problem solving
2. Quick response
3. Non--toxic Gaming concept
4. Children know the specific words for express their feelings and recognize the situation
5. Offer alternatives

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maybe we may do several projects by combining games with young people

get motivated to think about app development for the communication and youth involvement with the focus on the issues of digital security, hate speech, sexism, racism and all types of discrimination

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- Be proactive in trying to prevent acts of abuse online;
- Online is a harsher environment where people feel that "real world" rules don't apply;
- We need to help people realize the consequences of their online actions;

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1. Implementation of project about security in online life (today was interesting because it provided insights on gaming culture and cybersecurity)
2. Workshop with children and youngsters, and will use some information provided on this seminar
3. Spain: difficulties with mobile phones in classes. The question is: why they use it and how they/we should use it
4. Collaborative approach: creating things together: "What do you like?". Enlarging the pool of possibilities, starting from listening.
5. The role of the adults is to be there when things get messy in a long and complicated process, because they will always come back and you'll be there

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1. young people don't talk about bad experience - film night, to talk about their problems

2. I will do research on gaming culture and bullying - I did not know much about it

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1. in differnt workshops
2. new projects
3. self reflection
4. make film

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- Create a movie night tied to online harassment to try to get young people to share their experiences;
- Investigate and know more about the topic;
- Include people that already have experience about online platforms (projects, activities, peer education);
- Teach people to identify cases of online abuse (discrimination, doxing, racism, grooming, etc);
- Create sharing sessions involving victims and actors of online abuse;
- Involve the people teaching about online etiquette on the online environment to understand the results of their formation;
- Create the space to share episodes of online abuse;

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- In workshops for young people in EuroPeers. As dissemination events move further online, we need ways to protect young people and should inform youngsters best practices for these important discussion topics.
- Storytelling about experience online is important
- Meeting offline is powerful if you can meet in person after meeting online. It is difficult if not close to one another.
- How can we educate parents on the danger of these online dangers in gaming rooms?

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Need to do more research....