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1M people at risk of digital exclusion supported through Good Things Foundation

On the morning of 29th April 2025, my first email of the day was from the Good Things Foundation. The subject line immediately caught my attention: “You helped us reach a milestone.” It wasn’t just a message — it was a moment.

I’ve followed the work of Good Things Foundation since 2007, long before meeting Helen Milner, their CEO, at the launch of Web Roots Democracy in 2015/16. That encounter was particularly meaningful for me. Helen was leading large-scale digital inclusion efforts in the real world, while I was exploring similar goals through the lens of gaming and play. Her success and leadership reaffirmed the direction of my own work with IFB Gaming.

The email shared something extraordinary: together, we have now supported over 1 million people at risk of digital exclusion. It’s a milestone that speaks volumes.

At IFB Gaming, we’re incredibly proud to contribute to this collective achievement through the National Digital Inclusion Network. It’s a testament to the power of collaboration, shared learning, and a unified approach to tackling digital inequality. Through standardised training modules, inclusive knowledge-sharing, and strong networks, we are proving what is possible when purpose and partnership align.

What’s Next for IFB Gaming?

1. Tackling Digital Exclusion

“Following the launch of the UK Government’s Digital Inclusion Action Plan, making a clear commitment to addressing digital inclusion – Helen Milner (CEO of Good Things Foundation) has challenged companies to do the same.” 

At IFB Gaming, our mission has always been to create inclusive, digitally connected communities through innovation, play, and purpose-driven collaboration. As we look ahead, we’re proud to share that our work is evolving — expanding beyond Southwark to reach more like-minded organisations across London and the UK.

We remain firmly committed to demonstrating practical, sustainable uses of technology. Our ongoing collaboration with Community TechAid exemplifies this approach, showing what’s possible when grassroots ingenuity meets community need. Together, we are not only closing the digital divide — we’re laying the foundations for a circular tech economy that values reuse, access, and inclusion.

To support this expansion, we’re also introducing new Data Waypoints across Southwark and beyond — trusted hubs where people can safely access data, devices, and digital guidance tailored to their needs.

This is more than growth. It’s impact with intent. And it’s only possible because of the partnerships, people, and communities that power everything we do.

2. Engaging one million people

Reaching one million people at risk of digital exclusion is a milestone worth celebrating — and we’re honoured to have played a part in it. Led by the Good Things Foundation, this achievement is more than a number; it represents a shared commitment to inclusive, equitable access to the digital world.

At IFB Gaming, our Empowering Futures initiative is grounded in research, learning, and collaboration. As a hybrid organisation focused on the intersection of play, digital skills, and social change, we view the work of Good Things Foundation as instrumental to our mission and model.

We are proud to stand alongside such a dedicated, forward-thinking group. Together, we are shaping a more inclusive, more connected world — from one organisation, one opportunity, and one initiative at a time.

3. Get Online Week 2025

Get Online Week is an annual campaign that champions digital inclusion across the UK, encouraging people to improve their digital skills and access the benefits of being connected.

At IFB Gaming, we proudly ran our first Get Online Week campaign in 2015. This year marks our 10th consecutive year of participation — a significant milestone in our ongoing commitment to bridging the digital divide.

Our 2023 campaign had a particularly powerful impact, earning us a nomination for the Southwark Business Excellence Award in the Contribution to Community category. It was also featured in Community Southwark’s Success Stories, recognising the meaningful difference our work continues to make at the grassroots level.

As we prepare for this year’s campaign, we remain as committed as ever to ensuring no one is left behind in the digital age.

Network’s next steps

Good Things Foundation has issued a timely call to action to FTSE 250 companies, urging them to take responsibility and lead on digital inclusion. The appeal could not come at a more critical moment. It aligns perfectly with the UK Government’s renewed focus on digital inclusion, the introduction of coalition guides, and our purpose at the National Digital Inclusion Network. This isn’t just policy — it’s a movement. And you can be part of it.

At IFB Gaming, we believe that genuine digital inclusion is only possible through a dual approach — one that drives change from the bottom up and the top down. While our community-first work continues through the Empowering Futures programme, we also recognise the urgent need for systemic action from industry leaders, policymakers, and institutions.

We are proud to stand at this intersection — where grassroots impact meets structural advocacy. In the months ahead, we will continue to diversify our Empowering Futures programme across London, expanding our reach and deepening our engagement with underserved communities and like-minded organisations. Central to this effort is the rollout of additional Data Waypoints — trusted spaces where individuals can access connectivity, tools, and tailored digital support.

This is our commitment: to build inclusive digital futures not just by responding to need, but by reshaping the systems that create and sustain exclusion.

Whether you’re a corporate leader, a community organiser, or a concerned citizen, the time to act is now. Let’s build a digitally inclusive society — together, from every direction.

The socio-economic benefits of Video games, gaming and esports

Video games have come a long way since the early binary instalments, the arcade system, and the first multiplayer trials at M.I.T. Today’s gaming consoles are basically portals to infinite social and entertainment worlds, just like ‘social media.

As science and technology transform the way we live, the way we vote, and the way we do business – it is pivotal to resist inclinations that it will not transform the way we play. 

E-sports is all about play, fun, networking and video gaming – It is competitive and collaborative video gaming. In a previous update, here, the CEO impart ‘benefits of gaming and contemporary gaming console’, such as Xbox One and PlayStation4. 

What is esports?

Once upon a time! Players converged at an agreed location, and on a specified date, to enjoy gaming. Today, players can coordinate and enjoy competitive and collaborative video gaming from the comfort of their sofas.

The phenomenon is enabled by technology-adoption maturity and connected mediated technologies underpinned by the Web. This new way of organising and enjoying video games paved the way for electronic sports or sporting – popularly known as e-sports.

Esports or electronic sports is competitive multiplayer online gaming. Esports can be staged in front of a live audience and millions more online, as epitomised during the 2018 Winter Olympics in Korea. 2018’s Winter Olympics also manifest its capacity for reconciliation as North and South Korea put the past behind them to enjoy the event as a whole.

As a form of sport, esports has been brewing in the background for decades, and it is far from new or emerging. However, before imparting with economic benefits of esports, I believe it is imperative to open up on the barriers that hindered its manifestation, below:

The Barriers: Research, market penetration & tech-adoption maturity

1. Research

Game developers, such as Microsoft and Sony, have invested heavily in connected, immersive, and ubiquitous gaming constructs with relational themes. Similarly to social media, people are connecting, learning, and innovating on a universal scale. While brands capitalised on the emerging trend,  it was impractical for science due to the connected and multiverse dimensions in gaming, due to science protocols, and due to parenting. Nowadays, researchers include parents and guardians in their investigations and data collection processes.

Further, stereotyping in the past meant social exclusion, as knowledgeable players and specific genres were omitted from the discussion. This meant that while scholars continued to recruit and remove people from the spaces that define them for studies, a parallel form of community was in development and brands could be part of the development.

2. Market penetration and data

While brands and multinationals transformed new audiences for competitive advantage, science and academia could not due to research protocols, evidence, and parenting. What we’ve witnessed so far are early penetration strategies by brands and organisations to establish a presence and voice in gaming communities. This is through hyper-branding, sponsorship, and advertising initiatives.

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Chart showing the world’s top earners (Pic – Business Insider)

3. Technology-adoption maturity

Technology-adoption maturity simply refers to the period in human evolution associated with a holistic adoption and use of technology in daily life.

The digital-non-digital or social-technology mix magnifies complexities with contemporary gaming research and applied sciences. The gaming industry integrates unique and diverse industry sets, as well as, sophisticated computer-mediated-communication infrastructures, held together by AI, the Cloud, and the Web. According to Gartner, the gaming industry is on course to becoming the largest single contributor to the entertainment and education industries. 

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The benefits Of E-sports

1. Economic benefits

According to British Broadcasting Corporation, e-sports will generate more than £1bn in global revenue and almost double its global audience to nearly 600 million people by 2020. In a corresponding national report, Ukie estimates an increase in UK audience to a staggering 8 million by 2019.

The anticipated and confirmed inclusion of e-sports at the 2018 Winter Olympics epitomise the national benefit of esports. The immediate economic benefits of esports fall under job creation; international relations; learning infrastructures; and new tourism.

2. Social Benefits

Like most sports events, e-sports impacts every level and culture that co-habitats society. At a local level, e-sports may facilitate cohesion and integration in deprived areas of society. Video games are one of the favourite pastime activities for both children and adults.

Esports can play a pivotal role in sewing was broken social fabric and bridging cultural and national barriers, as players can interact directly and learn in self-configured spaces with some freedom of operation.

3. Research and applied science benefits

Online gaming has been contributing to science for decades, and we also have our own game/citizen science project (Galaxy Zoo) at the University of Portsmouth. The manifestation of e-sports in a non-game context is particularly beneficial to science because it brings distinct industries together. Many of these industries would otherwise not enter any form of discussion if not for the maturity of technology adoption.

An international coalition of Game studies scholars has openly called for new and connected research methods that reflect the complexity and ambiguity of contemporary living and playing.

Esports to have a global audience of 600 million by 2030: Business Insider

Future of e-sports

Though esports present unique opportunities to engage and capture an untapped audience, it is not a substitute for traditional and outdoor play. E-sports is a unique way to reach excluded young people. In the near future, we should expect to see some e-sporting in colleges, higher education institutions, and the workplace.

Gaming and e-sports are not substitutes for outdoor play and real sports. See my e-Learning industry article: Online Gaming Safety: Top Tips For Parents, Guardians, And Players on the eLearning industry’s blog.

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