3.1 Digitalisation
One of the most common responses to the restrictions imposed in the Nordic countries was to convert physical leisure activities into digital formats. As one expert explained:
‘For youth organisations, digitalisation was a matter of “do or die”.’
The focus varied between countries and leisure contexts, and the adaptations were implemented with varying degrees of success. Although many leisure activities could be digitalised relatively easily, it remained challenging to ensure factors that contribute to resilience, such as ‘togetherness’, peer support, and low-threshold inclusion. An informant representing a sports organisation said:
‘As the threshold for participation increased with digitalisation, we immediately lost our most vulnerable participants.’
Digital municipal youth work
Municipal youth services in the Nordic countries created virtual youth centres, where youth workers organised activities such as quizzes, film nights, and creative workshops (e.g., digital art and music production) via video chat platforms. (Virtanen & Olsen, 2022). As one youth worker from Norway described:
‘Like most other youth clubs, we created new digital meeting spaces on social media platforms such as Discord, Snapchat, Instagram, and Facebook. We also offered young people a course in how to create a podcast. The podcasts featured interviews with artists and musicians. It was a great success.’
Discord was widely used in youth work during the pandemic. This platform for instant messaging, voice, and video chat allows users to communicate privately or within virtual communities called servers. These servers are organised into different text and voice channels, enabling groups to talk, share media, and participate in activities together. Although originally designed for gamers, Discord is now widely used by diverse communities for various purposes. Youth centres across the Nordics used Discord to offer activities such as watching movies or gaming together, taking part in leader-led activities and workshops, and using a digital or phygital (physical and digital activities combined) ‘maker space’, where young people could work on their projects. Here youth could also take part in conversations about a variety of topics or meet up in smaller, more intimate groups. Some channels were about pets, others about food and recipes, photography, film, or literature. One youth worker mentioned a channel dedicated to cooking where:
‘People would bake something or prepare a meal and then show the results to other participants.’
Although young people were not heavily involved in designing the overall digitalisation strategies, they played a proactive role in shaping the activities and topics offered at digital youth centres and on Discord servers. As one digital youth worker stated:
‘We do things together that the young people have decided on. That works best.’
Discord servers were also used to compensate for a lack of adult contact outside the home. A youth worker from Finland explained:
‘We heard from young people that many of them needed to talk to adults who weren’t their parents or close relatives, so we set up an online service on the Discord server.’
Chats could take place either during dedicated support hours or in a separate digital room during activities.
Several of the interviewed youth workers emphasised the importance of involving active young people as youth moderators to create a safe digital space within the Discord server. Thanks to the automatic monitoring and notification function, the servers could remain open 24/7 – even when no youth workers were online.
Young people also played an active role in developing innovative tools. For example, a Danish youth worker described how girls came up with different ways to meet on gaming platforms and created unique avatars for socialising. Rather than playing the game itself, they used the avatars to meet, hug each other, and dance – a way for them to feel close to each other, albeit virtually. Such innovations are important in including girls, who tend to use more competitive social media sites or single-player games for online leisure activities. Boys, on the other hand, tend to spend more time gaming live with friends and communicating in group chats. For this reason, there is a need to develop more group-based games and alternative forms of digital interaction for girls. Virtual reality is another area worth exploring in this respect.
In Norway, expertise in digital youth work was brought together in Trondheim, where 15 youth workers joined forces to set up a national Discord server that an individual local youth centre could not hope to match in terms of scale and outreach. The Trondheim team also supported local youth workers, helping them to set up their own Discord servers.
Similarly, in Finland, a national Discord server enabled large-scale digital participation by pooling resources and providing more youth workers and content, courtesy of Verke. Verke, the Centre of Excellence for Digital Youth Work, was established in 2011 and closed in 2024. Interviewees have referred to Verke’s knowledge and expertise as being instrumental in the digitalisation of youth work processes during the pandemic, not only in Finland, but in other Nordic countries, too.
The digitalisation of youth work also presented many challenges. One informant describes:
‘Maybe only four out of a hundred Discord servers used by youth centres worked well. You need the skills to run it, and digital youth work skills were scarce among the youth workers.’
In the Verke 2021 digital youth work survey, youth workers identified insufficient working hours as well as a lack of skills and objectives as the main challenges in digital youth work. The report concluded that, although digital skills had improved relating to devices and applications, the pandemic had not led to an increase in digital youth work competencies. Considerable effort was invested in training and developing skills throughout the pandemic, particularly by the umbrella organisations of municipal youth work. For instance, Verke in Finland hosted a Discord server for 2,500 youth workers, facilitating peer-to-peer learning and offering several training sessions and lectures each week. At the same time, however, several informants described it as challenging, if not impossible, to establish the necessary infrastructure and skills once the crisis had hit and the shift to online work had occurred. Another informant reflected on the issue of working hours in digital youth work:
‘One challenge we initially faced when going digital was that many youth centres closed and the youth workers were laid off. Those who are not familiar with digital tools may think that fewer personal resources would be required for online activities than for our everyday physical work. Unfortunately, it’s not that easy. Access to at least one youth worker needs to be guaranteed in order for the space to be safe, and one-to-one counselling and emotional support sessions are needed. So, the youth club, its activities, and its staff needed to go digital without being downsized.’
Although digitalisation was the main adaptation in youth work, digital initiatives were largely abandoned as soon as society started to reopen after the pandemic. As one of the informants mentioned:
‘In the next crisis, we’ll have to start from scratch with regard to digitalisation.’
A former employee of a digital youth work hub in a Nordic country said that his hub’s staff numbers were reduced from 15 to fewer than one after physical leisure activities reopened following the pandemic. Another example of a stalled digitalisation initiative was the closure of Verke in Finland.
Digitalisation in leisure and youth organisations
Youth and leisure organisations also underwent extensive digitalisation.
According to a digital youth work expert interviewed for this report, Youth Against Drugs in Finland was one of the first youth organisations to engage with young people through interactive digital youth work. For example, they ran phygital challenges in which young people had to go outside to complete tasks and then share their experiences online. This method was adopted by others throughout the pandemic.
Hobby associations across the Nordic countries launched digital training programmes and challenges aimed at young people. These included online dance classes, at-home training sessions led by youth leaders via live stream or video, and step challenges in which young people competed to take the most steps outdoors using apps. Other examples include individual orienteering with remote GPS monitoring and coaching, as well as virtual cheerleading competitions and training sessions on social media platforms. Organisations focusing on art, music, theatre, and programming for young people moved their courses and workshops online. Young people learned to play instruments, write stories, code games, and participate in virtual theatre projects from home. (Guðmundsdóttir & Larsen, 2022)
Many after-school clubs and youth associations in the Nordic countries organised digital game nights and tournaments of popular e-sports titles, as well as virtual LAN parties, via platforms such as Discord and Twitch. (Karlsson & Nielsen 2021)
In Sweden, Save the Children (Rädda Barnen) was one of the initiators of the DigiFritids.se platform, which is a safe digital space for children aged 6 to 12 to enjoy their leisure time. There was also a section called ‘Support Ice Cream’, where children could access information about their rights and get in touch with safe adults, for example via the BRIS (Children’s Rights in Society, Sweden) chat service. Some organisations managed to incorporate a social element into their activities. For instance, young people and leaders would engage in drawing activities together while listening to background music. This approach aimed to foster a sense of togetherness in an online setting, rather than focusing solely on performance, competition (as in gaming), or instruction (as in a drawing class). (Kauppinen & Laine, 2022)
A dance teacher described how she preferred to stream dance classes, rather than provide participants with training videos. She said:
‘I told the participants that it doesn’t matter if you’re in the middle of the living room with limited space for dancing and young children running around. The important thing is that we do this together.’
She also included a check-in round at the start of each class. This exercise grew in importance and length over time.
These examples demonstrate the advantages of live digital interaction over asynchronous interaction, in which users do not need to be online at the same time. Horizontal activities, in which the youth leader creates an environment for ‘doing together’ rather than ‘giving instructions’, were also referred to by interviewees as successful methods for fostering togetherness online and build resilience.
Challenges to the digitisation of leisure
The digitalisation of leisure presented a variety of challenges that differed greatly between different parts of the sector. For example, while an orchestra could perform together via live streaming, players who relied on borrowed instruments were excluded. Those who were highly motivated continued their sport or hobby online, but those who were less engaged lost interest in the transition as the threshold for participation rose. (Kauppinen & Laine, 2022)
Several informants described how, after a day of online schooling or working, neither volunteers nor participants were motivated to take part in an online activity. Digital fatigue increased as the pandemic continued.
While several interviewees described how they could easily continue with their debates and statutory meetings online, they found that other features of face-to-face meetings were more difficult to recreate in a digital setting. One informant said:
‘Of course, it was possible to watch a film online and then organise a facilitated dialogue. But you wouldn’t get the chance to have a one-to-one conversation afterwards with friends or a youth leader or experience the spontaneous joy of meeting in person. Overall, it was much less inspiring than getting together in real life.’
Some youth organisations focusing on non-formal learning through interactive and fun activities struggled to attract participants. A volunteer in the cultural sector provided the following example:
‘We had to create online events and training sessions that were as appealing as films or TikTok videos because young people were really tired of doing activities on-line. For us as organisers, collecting memes, making videos and preparing fun, interactive exercises was very time-consuming and labour-intensive.’
Across the sector, skills and competencies were insufficient to various degrees, resulting in an increased threshold for innovation within the youth and leisure sector. This issue was exacerbated by the existing knowledge gap between young people and youth workers. One positive example of how to address this issue can be found at Ungdommens Hus in the Norwegian municipality of Harstad. Here, young people played an active role in the digitalisation process, training staff in the use of digital media, teaching them how to set up Discord and Drawpile (an online drawing platform) and introducing them to podcasting. There was also a lack of tools and equipment. For instance, many municipalities did not permit youth centres to use Discord servers due to the General Data Protection Regulation (GDPR). This presented a significant obstacle to the swift digitalisation of youth centres. The lack of granular control over data, concerns about data retention, and the problematic nature of obtaining consent from minors in a school setting mean that Discord is incompatible with the legal obligations of many municipalities. However, one interviewee, an expert in the field, explained that it is possible to negotiate other terms and conditions with Discord to ensure consistency with municipal regulations.
Digitalisation – a threat or an opportunity?
Screen time surged during the pandemic and has remained high ever since. While acknowledging the risks of digitalisation, young people emphasise the important role that the digital arena plays in their lives. This is a fact that researchers, policymakers, and youth workers must not overlook.
The digital arena is an important social space for young people and has had a positive impact on various groups of young people during the pandemic. Online games and social media have been effective ways to cope with stress and boredom. The number of virtual encounters, such as voice and video calls, as well as multiplayer online games, has increased significantly. These offer a perceived sense of social support, reducing feelings of loneliness, boredom, and anger. In Ukraine, informants described WhatsApp groups as supportive platforms for youth workers, facilitating communication between them and young people.
Research is being conducted into the potential harmful effects on children and young people spending more time online. In Norway, a government-appointed ‘Screen Use Committee’ has been set up to examine the impact of screen time on young people’s leisure activities and well-being following the pandemic. Research shows an association between high social media use and poorer mental health among adolescents. This is partly due to displacement of sleep and physical activity, as well as increased exposure to the pressure to participate, cyberbullying, and negative social comparisons. For instance, a youth worker describes how young people started to emulate influencers, which aggravated mental health issues among them. Several studies also support the displacement hypothesis, which highlights the fact that social media can take time away from activities that are known to promote well-being, such as leisure. (Kelly et al., 2019).
In Norway, an increase in gaming time was found to be linked to physical inactivity among young people. In Finland, there was an increase in gaming, particularly e-sports, alongside negative associations with daily physical activity. (Haug et al., 2022). One youth worker described how:
‘…young people lost two years of learning how to be together and instead learned how to be alone – online. Some continued this behaviour even after the pandemic.’
Although the digitalisation of the leisure provided vital continuity and social connection, which was reportedly appreciated by parents and young people, some challenges remained, especially for the more vulnerable:
‘We managed to get 85–90% of youth back to the club where I work after the pandemic. Unfortunately, we did lose a specific group of vulnerable kids struggling with stress, diagnoses of neuro divergence, and eating disorders. The increased time alone during lockdown may have exacerbated their conditions, giving them too much time to think. We also noted how some more introverted youth emerged with the on-line activities and some now prefer this to physical action and real-life meetings.’
Gaming culture can be toxic. However, there are also initiatives that focus on promoting positive gaming practices and providing guidance. The Safer Internet Centre is one such European initiative. Some youth centres, such as Helset in Norway, and youth organisations, such as SVEROK, Sweden work to raise the profile of gaming and create safe, inclusive online communities. These platforms offer access to supportive adults and leaders, as well as community-building and participatory, non-formal learning. These examples demonstrate how organised, low-pressure online activities can foster a positive environment and a sense of digital togetherness, positively impacting well-being. (Bakken, 2020)
During and in the aftermath of the pandemic, public debate raised concerns based on the perception that youth work should be face-to-face primarily. (Utbildningsstyrelsen, 2025).
However, the digital youth work survey, conducted by Verke in Finland (2021), shows that by the end of the pandemic, 51% of youth workers considered interacting in digital environments to be as real as face-to-face encounters. One digital youth worker described how youth workers are present in chat rooms and activity rooms, just as they would be in real life:
‘We talk with the young people while we do an activity together and make sure to show that we see them.’
One other digital youth worker added:
‘Youth workers are present in on-line chat rooms and activity rooms, just as they would be in real life.’
For young people with disabilities, or for those who found it difficult to participate in physical activities for other reasons prior to the pandemic, digital solutions presented a new opportunity. A large-scale survey in Norway revealed that many young disabled people felt that they finally had the necessary adaptations to participate socially or follow lessons at school, thanks to increased digital technology use. This included online events and cultural experiences that enabled them to interact with others on an equal basis. (Nordic Welfare Centre, 2023).
One informant shared that the highly digitalised youth, who had previously experienced social exclusion in physical settings, were suddenly able to participate on equal terms.
For some, the threshold for sharing with a youth worker or other trusted adult online was also lowered, as digital forums allow for a degree of anonymity. (Valkenburg & Peter, 2011).
In conclusion, digital options provided adequate leisure activities and managed to reach some new groups of young people. However, they failed to fully compensate for the long-term loss of structured, semi-structured, and spontaneous physical activities, as well as the social interaction and guidance these activities provide. In particular, it was challenging to provide resilience factors such as togetherness and low-threshold inclusion. Research on Nordic teenagers indicates that robust offline social support (i.e., physical interaction) from multiple social networks (e.g., family, friends, teachers, and classmates) is most conducive to low levels of psychosomatic distress and the least problematic use of social media. (Gustafsson et al., 2025).
One interviewee stressed that, without digitalisation, young people’s access to social interaction would have been extremely limited during the pandemic. He stated:
‘It is important for adults to be careful when criticising, as our fears may be unfounded. During a crisis such as the pandemic, if adults discourage and hinder young people from meeting digitally, they risk depriving them of one of the few opportunities they have to interact outside of school.’
The interviewee then added:
‘We should remember that, while we must be aware of the risks connected to digital youth work, it is not necessarily bad. It is a source of empowerment and provides opportunities to learn and interact. Digital platforms are meeting spaces. They become what we make of them.’
Figure 3.2 illustrates the four formats of digital youth work that were used during the pandemic. The format used for a given activity or method influenced how the well-being and resilience of young people was strengthened. Based on the examples identified in this chapter, the figure indicates the format particularly associated with a certain resilience factor. The figure suggests that resilience can be developed in digital environments through careful, evidence-based planning and development of digital youth work formats and methods.