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Digital youth work in
Finland
Juha Kiviniemi, Verke
Gamified Diamonds
26.8.2020
slideshare.net/verkeorg
@verkeorg
Some perspectives:
(adapted from Arthur C. Clarke)
”The only way of discovering the
limits of the possible is to venture
a little way past them into the
impossible.” 



(Clarke’s second law)
”Any sufficiently
advanced technology is
indistinguishable from magic.” 



(Clarke’s third law)
”Every revolutionary idea —
in science, politics, art, or whatever
— seems to evoke three stages of
reaction. They may be summed up
by these phrases:



(Clarke’s law of revolutionary
ideas)
1. "It's completely impossible —
don't waste my time”;
2. "It's possible, but it's not worth
doing”;
3. "I said it was a good idea all
along."
Verke
• Operated since 2011 under funding from the
Finnish Ministry of Educationand Culture, first as a
Development centre, then as a Centre for Expertise
in the youth sector since 2018.
• Administrated by the city of Helsinki
• 7 full-time employees, each with their own areas of
focus (see
)
• Target group: youth workers, youth work planning
officers, supervisors and youth work lecturers in
municipalities, NGO’s and parishes
New structure for 2020-2023
• Verke coordinates the centre for expertise on digital youth work
• Verke forms the centre with another actor called Koordinaatti
• All centres (6) are now comprised of two or more actors
Goals for 2020-2023
• Strengthening competencies in the field on planning, managing and
implementing Digital youth work (Verke)
• Developing understanding of how to do evidence-based development of
digital youth work (Verke)
• Increasing youth workers knowledge and competencies on the possibilities
and risks associated with digital media (together with Koordinaatti)
• Supporting cross-sectoral coordination on work against online grooming of
children (Koordinaatti)
What does Verke do?
Train professionals:
Last year over 2600 participants 

in 14 provinces
Produce materials:
videos, guides, article
publications, podcasts etc.
Consult:
Innovation partnerships, 

memberships in steering groups
Facilitate networking:
SomeCamp, Friday chats, other events
Research:
Surveys on digital youth work,
research collaborations
Communicate:
newsletter, blog,
social media, #digi10-challenge
Brief history of digital youth work in Finland
1985
1990
1995
2000
2005
Technology phenomena in 2010’s
(and how the Finnish youth work field 

reacted to them)
• Supercell was founded
• Ipad 1 released
• Google camera cars raise security concerns
• Bitcoin released
2010
2010
• Snapchat released and hits 50M users in 7 months
• IBM’s AI wins over a human in a quiz
• Google opens its first server farm in Finland
• Minecraft is launched
• Verke is founded
2011
• Facebook buys Instagram
• Finnish game industry hype peaks with angry birds
• First video on YouTube with over billion views

(Gangdam style, currently 3 494 726 721 views)
2012
• Nokia phones are sold to Microsoft
• Several public hacks on tech 

corporations and big chain stores
• Edward Snowden’s famous leaks
2013
66
• Über starts in Helsinki
• First Tubecon event is 

held in Finland
• Facebook buys whatsapp
• Amazon Alexa is launched
2014
• Drones deliver (some) 

packages in Finland
• Massive leaks of private user data

(eg. Ashley Madison)
• Instagram users reach 400M

monthly
2015
2015
Fisucraft, a Minecraft -server run by a local parish in Finland
• Pokemon Go is launched, reaches 50M users

in 19 days
• Finnish digital youth work guidelines are published

by Verke
• Maker activities start to be pushed by Verke
• Facebook, HTC and Sony unveil their

VR glasses
2016
12K followers as of today
• #metoo
• Fake news
• A lot of public discussion on the

ethics of AI
2017
2017
• Fortnite hits the gaming industry

by storm
• Google is fined 4,3 billion by the EU
• GDPR into effect
2018
• Tiktok launched
• 5G networks are being built
• Council conclusions on digital youth work
• Flat earth facebook group has over

2000 members
2019
Feedback from Verke’s seminar in Nuori2020 event
Not everyone is on board yet..
Current topics
Some of the current topics
• AI as a youth worker: can bots take over some tasks?
• Strategic development of digital youth work
• e-Sports as a tool in youth work
• Accessibility and social inclusion in digital
approaches; addressing the digital gap
Some of the current topics
• Maker approaches and -activities
• Podcasts are on the rise
• Experiments with new services (eg. TikTok)
• Future-oriented planning
Digital youth work
and Covid-19
Covid-19 and digital youth work
• A lot of reserve was there to jump into digital environments
• However, many youth workers still had no experience at all
• Strategies, local guidelines were still lacking in places
• Discord was hugely popular as a platform
• Time will tell what was learned and adopted - if anything
• Research starting on effects to DYW / Youth field
Onwards to 2030
”What we mean with ”digital” will change radically during the next 10 years.
Even now wearable technology, smart homes, etc break down the perception
of separate digital environments. Hanging on to old concepts limits our
capability to think about what digitalisation of youth work could be.” 



Answer to edelfoi survey (Eriksson & Tuuva-Hongisto 2019)
Youth work 2030
• Work, culture, social relationships & economy will be shaped by
technology also in the future
• Every youth worker must understand the importance and broadness of
digitalisation
• The core of youth work will be to understand and support the lives of
young people - but in a changed context
• Most important is to be innovative in including digital elements in one’s
own work
-> plans and strategies for digital transformation of youth work are neededSusan Eriksson & 

Sari Tuuva-Hongisto 

2019
Council Conclusions on Digital Youth Work, 2019
Digital technology can increase equality
• Immersion through virtual
realities can help to see the
world through the eyes of
others
• Digital platforms and
robotics make it possible to
participate regardless of
location etc
Verke’s publications
All publications available as print or online @ www.verke.org
Final quote..
”There was only one thing of which
he could be certain now. Boredom
would not be a serious problem for
a considerable time to come.”
Arthur C. Clarke, “The city and the stars” (1956)
Thank you!
Juha Kiviniemi
juha@verke.org
+358 40 1835 264
Verke
info@verke.org

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Digital Youth Work in Finland: A Brief History

  • 1. Digital youth work in Finland Juha Kiviniemi, Verke Gamified Diamonds 26.8.2020
  • 4.
  • 6. ”The only way of discovering the limits of the possible is to venture a little way past them into the impossible.” 
 
 (Clarke’s second law)
  • 8. ”Every revolutionary idea — in science, politics, art, or whatever — seems to evoke three stages of reaction. They may be summed up by these phrases:
 
 (Clarke’s law of revolutionary ideas)
  • 9. 1. "It's completely impossible — don't waste my time”; 2. "It's possible, but it's not worth doing”; 3. "I said it was a good idea all along."
  • 10. Verke
  • 11.
  • 12. • Operated since 2011 under funding from the Finnish Ministry of Educationand Culture, first as a Development centre, then as a Centre for Expertise in the youth sector since 2018. • Administrated by the city of Helsinki • 7 full-time employees, each with their own areas of focus (see ) • Target group: youth workers, youth work planning officers, supervisors and youth work lecturers in municipalities, NGO’s and parishes
  • 13. New structure for 2020-2023 • Verke coordinates the centre for expertise on digital youth work • Verke forms the centre with another actor called Koordinaatti • All centres (6) are now comprised of two or more actors
  • 14. Goals for 2020-2023 • Strengthening competencies in the field on planning, managing and implementing Digital youth work (Verke) • Developing understanding of how to do evidence-based development of digital youth work (Verke) • Increasing youth workers knowledge and competencies on the possibilities and risks associated with digital media (together with Koordinaatti) • Supporting cross-sectoral coordination on work against online grooming of children (Koordinaatti)
  • 15. What does Verke do? Train professionals: Last year over 2600 participants 
 in 14 provinces Produce materials: videos, guides, article publications, podcasts etc. Consult: Innovation partnerships, 
 memberships in steering groups Facilitate networking: SomeCamp, Friday chats, other events Research: Surveys on digital youth work, research collaborations Communicate: newsletter, blog, social media, #digi10-challenge
  • 16.
  • 17. Brief history of digital youth work in Finland
  • 18. 1985
  • 19. 1990
  • 20. 1995
  • 21. 2000
  • 22. 2005
  • 23. Technology phenomena in 2010’s (and how the Finnish youth work field 
 reacted to them)
  • 24. • Supercell was founded • Ipad 1 released • Google camera cars raise security concerns • Bitcoin released 2010
  • 25. 2010
  • 26. • Snapchat released and hits 50M users in 7 months • IBM’s AI wins over a human in a quiz • Google opens its first server farm in Finland • Minecraft is launched • Verke is founded 2011
  • 27. • Facebook buys Instagram • Finnish game industry hype peaks with angry birds • First video on YouTube with over billion views
 (Gangdam style, currently 3 494 726 721 views) 2012
  • 28. • Nokia phones are sold to Microsoft • Several public hacks on tech 
 corporations and big chain stores • Edward Snowden’s famous leaks 2013
  • 29. 66 • Über starts in Helsinki • First Tubecon event is 
 held in Finland • Facebook buys whatsapp • Amazon Alexa is launched 2014
  • 30. • Drones deliver (some) 
 packages in Finland • Massive leaks of private user data
 (eg. Ashley Madison) • Instagram users reach 400M
 monthly 2015
  • 31. 2015
  • 32. Fisucraft, a Minecraft -server run by a local parish in Finland
  • 33. • Pokemon Go is launched, reaches 50M users
 in 19 days • Finnish digital youth work guidelines are published
 by Verke • Maker activities start to be pushed by Verke • Facebook, HTC and Sony unveil their
 VR glasses 2016
  • 34. 12K followers as of today
  • 35. • #metoo • Fake news • A lot of public discussion on the
 ethics of AI 2017
  • 36. 2017
  • 37. • Fortnite hits the gaming industry
 by storm • Google is fined 4,3 billion by the EU • GDPR into effect 2018
  • 38. • Tiktok launched • 5G networks are being built • Council conclusions on digital youth work • Flat earth facebook group has over
 2000 members 2019
  • 39.
  • 40.
  • 41.
  • 42.
  • 43.
  • 44. Feedback from Verke’s seminar in Nuori2020 event Not everyone is on board yet..
  • 46. Some of the current topics • AI as a youth worker: can bots take over some tasks? • Strategic development of digital youth work • e-Sports as a tool in youth work • Accessibility and social inclusion in digital approaches; addressing the digital gap
  • 47. Some of the current topics • Maker approaches and -activities • Podcasts are on the rise • Experiments with new services (eg. TikTok) • Future-oriented planning
  • 48.
  • 49.
  • 51. Covid-19 and digital youth work • A lot of reserve was there to jump into digital environments • However, many youth workers still had no experience at all • Strategies, local guidelines were still lacking in places • Discord was hugely popular as a platform • Time will tell what was learned and adopted - if anything • Research starting on effects to DYW / Youth field
  • 53. ”What we mean with ”digital” will change radically during the next 10 years. Even now wearable technology, smart homes, etc break down the perception of separate digital environments. Hanging on to old concepts limits our capability to think about what digitalisation of youth work could be.” 
 
 Answer to edelfoi survey (Eriksson & Tuuva-Hongisto 2019)
  • 54. Youth work 2030 • Work, culture, social relationships & economy will be shaped by technology also in the future • Every youth worker must understand the importance and broadness of digitalisation • The core of youth work will be to understand and support the lives of young people - but in a changed context • Most important is to be innovative in including digital elements in one’s own work -> plans and strategies for digital transformation of youth work are neededSusan Eriksson & 
 Sari Tuuva-Hongisto 
 2019
  • 55. Council Conclusions on Digital Youth Work, 2019
  • 56. Digital technology can increase equality • Immersion through virtual realities can help to see the world through the eyes of others • Digital platforms and robotics make it possible to participate regardless of location etc
  • 57. Verke’s publications All publications available as print or online @ www.verke.org
  • 59. ”There was only one thing of which he could be certain now. Boredom would not be a serious problem for a considerable time to come.” Arthur C. Clarke, “The city and the stars” (1956)
  • 60. Thank you! Juha Kiviniemi juha@verke.org +358 40 1835 264 Verke info@verke.org