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Singapore’s Digital Outreach: Reconnecting Youth Through Gaming

In Singapore, a quiet revolution is unfolding in the digital realm as social workers and youth counselors harness the power of online gaming to reach out to reclusive and at-risk young people. Organizations like the Singapore Children’s Society are pioneering innovative approaches, meeting youth where they spend much of their time—on platforms like Discord and in games like Mobile Legends: Bang Bang. This digital outreach, often termed “online drifting,” is redefining how support is provided to teenagers and young adults who may otherwise slip through the cracks of traditional systems.

A New Frontier for Youth Engagement

For many young people in Singapore, the digital world offers a refuge from the challenges of real life—be it bullying, academic struggles, or personal crises. Take the story of Rico Ang, an 18-year-old who dropped out of school after being retained twice in Secondary 1 due to a health condition. Isolated at home for over two years, Rico turned to mobile gaming for connection, joining a Facebook group for Mobile Legends: Bang Bang. “I was just looking for people to talk to” he shared, reflecting on his initial foray into the online community.

Rico’s story took a turn when he was introduced to Mr. Benjamin Loo, a counselor from the Singapore Children’s Society, through a Discord server—a platform for text, voice, and video communication. Mr. Loo had joined the server to connect with young people in need, part of the charity’s broader strategy to engage youth on digital platforms. What began as casual gaming sessions evolved into deeper conversations about Rico’s struggles with school and family relationships. Over time, Mr. Loo helped Rico address his health issues and reshape his perceptions of the world around him, eventually encouraging him to return to school to study for his N levels with aspirations of a future in cybersecurity.

Online Drifting: Meeting Youth Where They Are

Since September 2023, the Singapore Children’s Society has been experimenting with “online drifting,” a method where staff immerse themselves in digital spaces frequented by youth to build trust and offer support. This approach acknowledges a critical reality: many young people, especially those facing personal or social challenges, rely heavily on digital platforms for connection. The charity operates four physical drop-in centers—VOX, JYC, RoundBox, and The Fort—catering to those aged 13 to 21. However, it is VOX that leads the digital charge, having created a virtual drop-in center called 2Gather during the COVID-19 pandemic in 2021. This online space includes counseling rooms and gaming areas where youth can interact with peers and staff while playing titles like Valorant and Mobile Legends.

“In the physical world, some young people might not have the skills to open inroads into human connection, which results in them exclusively relying on digital platforms for a period of time” said Mr. Chee Thow Wei Liat, deputy director and head of VOX. Social workers like Ms. Evonne Ng emphasize the importance of maintaining contact with youth who may not visit physical centers due to various barriers. By following them on Instagram and engaging with their posts, staff can break the ice and foster developmental relationships that pave the way for interventions when needed.

Gaming as a Tool for Growth

One of VOX’s standout initiatives is its Mobile Legends interest group, launched in November 2023 after an earlier attempt faltered due to internal disagreements. With guidance from professional e-sports coach Daryl “Youngin” Ng and VOX staff, the group now supports 19 young members through fortnightly sessions focused not just on gaming skills but also on communication, teamwork, emotional regulation, and conflict resolution. Three members have even competed in the Mobile Legends: Bang Bang Professional League Singapore, showcasing the potential for such programs to open new pathways for participants.

Other charities, like Impart, are also tapping into gaming’s therapeutic potential. In 2024, Impart introduced a Minecraft program for reclusive youth, using virtual team games to teach life skills such as healthy living and self-esteem. The 12-week program, accommodating up to 12 participants per cycle, aims to build confidence in a virtual setting before transitioning participants to in-person activities like its Mobile Legends group. “This motivation can last longer because it’s intrinsic. It’s something that you really want and you can work towards” said Mr. Calvin Leong, an assistant manager at Impart.

Broader Implications and Challenges

The shift to digital outreach reflects a broader recognition of the role cyberspace plays in the lives of young people. Mr. Benjamin Yeo, lead social worker at Fei Yue Community Services, notes that many reclusive youth spend over 10 hours a day online, seeking belonging and recognition through digital identities. Fei Yue, which currently supports around 80 such individuals with plans to expand to 125, works to translate these online personas into real-world strengths. For instance, a young man named Tim (a pseudonym), who retreated into Mobile Legends after personal setbacks, found renewed purpose through counseling that connected his in-game role as a “tank”—a protector of his team—to his desire to support his family. Today, Tim excels at ITE College East, studying mechanical technology with ambitions to provide for his loved ones. “I want to be a good example for my nieces” he said.

Yet, challenges remain. Not all youth are easily reachable, and the transient nature of online communities can make sustained engagement difficult. Algorithms on platforms like Instagram can also bury outreach efforts unless creative strategies, such as live-streaming games to boost visibility, are employed. Moreover, while digital outreach offers anonymity and accessibility, it cannot fully replace the depth of face-to-face interaction, a balance that organizations continue to navigate.

A Model for the Future?

In 2024 alone, the Singapore Children’s Society engaged 1,668 young people across its four youth centers, with VOX reaching 236 through digital means. These numbers, while modest in the context of Singapore’s population, highlight the potential of digital outreach to make a meaningful difference in individual lives. Stories like Rico’s and Tim’s underscore the transformative power of meeting youth on their terms, in spaces where they feel safe and understood.

As technology continues to shape social interactions, Singapore’s approach could serve as a blueprint for other countries grappling with youth disengagement. The blend of gaming, social media, and counseling not only addresses immediate needs but also equips young people with skills for the future. While the long-term impact of such programs remains to be seen, the early signs are promising, offering a glimpse of a world where digital platforms are not just escapes but bridges back to community and purpose.

As these initiatives evolve, one question lingers: can the digital realm truly become a cornerstone of youth support, or will it remain a supplementary tool in an ever-complex landscape of human connection?

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