Annual report 2025

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2025 ANNUAL REPORT 1

Auditors: Front page: Address: Phone: Website: E-mail: CVR. no.: Founded: Board of Directors: Executive Management: Enghavevej 82D, DK-2450 Copenhagen SV (+45) 70 20 83 23 game.ngo game@game.ngo 27 21 33 08 2002 Lotte Marschall, Chair Mads Flarup Christensen, Vice chair Jacob Bruun Farid Fellah Philippe Furrer Line Groes Meriam Kadoura Josephine SvenssonGAME Auditor: Front page: Photos: Design: Illustrations: Text: Editor in chief: Address: Phone: Website: E-mail: CVR. no.: Founded: Board of Directors: Executive Management: All rights reserved Monika Kadlubcová Emilie Klint and Monika Kadlubcová Mathilde Charlotte Høybye Ida Brix Enghavevej 82D, DK-2450 Copenhagen SV (+45) 70 20 83 23 game.ngo game@game.ngo 27 21 33 08 2002 Lotte Marschall, Chair Meriam Kadoura Lykke, Vice Chair Jacob Bruun Andrew Clarke Mads Flarup Christensen Farid Fellah Philippe Furrer Line Groes Josephine Svensson Simon Prahm - CEO & Co-Founder Jessica Hansted-Martin - Executive Director, Finance & Administration Ida Brix - Executive Director, Denmark Marie Traasdahl Staal - Executive Director, International Grant Thornton, Stockholmsgade 45, DK-2100 CopenhagenAfter years of dreaming, GAME House Beirut is now a reality. Built in a former industrial space in Karantina, it has been transformed into a vibrant, safe and inclusive space where young people come together to move, create and build community through sport and street culture. Today, the house is filled with energy, creativity and new opportunities for children and youth to connect, express themselves and thrive.GAME 2

4BOARD OF DIRECTORS’ REPORTHOW DO WE CREATE SOCIAL CHANGE? 8-9 12GAME'S SPORT FOR DEVELOPMENT MODEL 14LEADERSHIP & PARTNERSHIP APPROACHES 15BEIRUT: A HOME FOR HOPE, COMMUNITY AND OPPORTUNITY 16NORWAY: COMMUNITY DRIVEN INNOVATION 17KENYA: BUILDING MOMENTUM TOWARDS NAIROBI STEET HUB 18GENDER EQUITY 5ABOUT GAME 6-7GAME RESULTSGAME FACILITIES AND SAFE SPACES 10-11 20SOMALILAND AND JORDAN: CHANGING THE GAMESOCIAL CHANGE THROUGH YOUTH-LED STREET SPORTS AND STREET CULTURE 13 19GHANA AND UKRAINE: MORE GIRLS IN THE GAME AND YOUTH LEADERSHIPWELLBEING & MENTAL HEALTH 24 29VOLUNTEER OF THE YEAR 30CLIMATE ADAPTATION AND AWARENESS 32-33PARTICIPATORY DESIGN PRINCIPLES 22ENTREPRENEURSHIP AND EMPLOYABILITYSOCIAL COHESION & PEACEBUILDING 26KENYA: FROM CONFLICT TO COMMUNITY 27 36PRINCIPLES OF INCLUSION 37- 38FINANCIAL STATEMENT AND BALANCE SHEETADVENTURE AND LEADERSHIP 34PEOPLE IN GAME 35TUNISIA & JORDAN: BUILDING EMPLOYABILITY SKILLS 23GREENLAND: INSPIRING YOUTH 25SOMALILAND: YOUTH AS DRIVERS OF SOCIAL COHESION IN SOMALILAND 28 31YOUTH LEADING CLIMATE ACTION IN SOMALILAND 40THANK YOU TABLE OF CONTENTS 3 21JORDAN: CHANGING THE GAME FOR GIRLS

When youth leadership makes a real differenceEvery day, GAME works with young role models in Denmark, Ghana, Greenland, Jordan, Kenya, Lebanon, Norway, Tunisia, Somaliland and Ukraine to get more youth involved in positive communities and create space for their unique voices and power. We see this, for example, in Ghana, where girl participation is increasing significantly as we partner with local organisations to create activities that are safe, inclusive and driven by youth. This means that the proportion of girls in the activities has increased from 20% to 36%, and that 90% of Playmakers have become more aware of gender equity and how to create inclusive communities. We see this in Denmark, where feedback from municipalities and other partners points to clear changes in the housing areas where GAME's activities and communities are present. Almost half of our partners state that children and youth strengthen their life skills in GAME, while more than half see a stronger sense of community among participants. At the same time, a large majority believe that the activities contribute to increased feeling of security in the local neighbourhoods. We see this in Lebanon, where the new GAME House Beirut finally opened in May 2025. In just the first four months, the house welcomed more than 2,000 children and youth. The house is a concrete result of persistent and unwavering mobilisation among youth for the right to their voice, their city and to get together across all divides. It is also worth noting that in 2025, together with the Ministry of Culture in Denmark, GAME hosted the opening of European Week of Sports as part of Denmark's EU Presidency, which was attended by His Majesty the King. Here, the Minister of Culture emphasized that young people's communities and voices are crucial to the future of democracy in the world. Long-term sustainability and new funding avenues The Board of Directors has strengthened GAME's focus on multiple sources of income as a central part of the organisation's long-term sustainability efforts. The donor landscape is changing, and there is a need to supplement traditional and public funding with new forms of financing if the GAME's potential is to be realised. GAME House Beirut and the upcoming Street Hub in Nairobi, Kenya, are concrete examples of this approach. Here, we are working purposefully to develop and test models for generating our own income, while ensuring that the specific urban spaces remain youth- led, inclusive and locally rooted communities for children and youth. The year of 2025 marked a decisive step in strengthening GAME's long-term financial sustainability. GAME has been included in the Danish Finance Bill, and together with key global partners, we have strengthened our methods, results and organisational capacity. The supplementary funding from the Danish Finance Bill strengthens GAME's work.It means increased stability and makes it possible to reach more children and youth, develop more coherent and accessible services, and work together with more young people. It provides a solid foundation for offering more solutions to both local and global challenges, because youth-led communities, street sports and street culture are a lever for well-being, participation and agency. In addition to financial security, the funding from the Danish Finance Bill is also a huge recognition of GAME's work, for which we are very proud and grateful. Financial development In 2025, we achieved total revenue of EUR 6.3 million. The annual result amounts to EUR 123,000 and contributes to increasing GAME's equity. With the 2025 result, GAME will reach a total equity of EUR 280,000. Over a five-year period, GAME's annual reports show solid and sustained growth in terms of revenue. In 2020, GAME had a revenue of EUR 4.2 million so revenue for 2025 corresponds to an average annual growth of approximately 8% over the last five years. With the adopted budget for 2026, total revenue of EUR 7.3 million is expected. The financial development is a clear expression of GAME’s continued organisational maturation and our ability to combine value-based work with increased robustness and long-term sustainability. Young voices in a troubled world We live in a time when we must fight for the backbone of democracy, and when conventions, human rights and international law are cruelly disregarded, for example in Ukraine, Palestine and many other places around the world. When free elections, freedom of expression and individual rights cannot be taken for granted. It is a time when threats have become the tool for dialogue of the strongest, and a decades-long agreement-based world order has collapsed. And where Greenland and the Greenlanders must see themselves treated as a pawn in a sinister geopolitical game. In a world characterised by uncertainty, youth communities, voices and agency are not becoming less important, but absolutely crucial. In GAME, this calls for enabling youth empowerment, action

ABOUT GAMEGAME is a street sports and culture organisation. Since 2002, GAME has worked to create lasting social change together with youth through street sports and street culture. GAME offers training that supports young people in becoming volunteer street sports instructors and role models in their communities, we call them Playmakers. Through this, they are enabled to lead weekly training sessions and shape inclusive communities around them. The training focuses on lifeskills, such as team work and communication and offers youth competences and knowledge in different areas such as conflict mediation, gender equity, peace building and civic engagement. GAME creates award-winning facilities and urban spaces in close collaboration with youth and local communities. In 2010, the first GAME House opened in a repurposed tram depot in Copenhagen. Since then, three additional GAME Houses have opened across Denmark, and in 2023 a GAME House was inaugurated in Beirut, Lebanon. At the same time, we are rolling out new facility concepts in Denmark and Kenya – open and inclusive urban spaces called Street Hubs. In 2025, GAME was active in ten countries across Africa, the Middle East and the Nordics working with dedicated local partners to support young people in addressing significant barriers to their well being and future opportunities. GAME was established in 2002 by Martin Schultz, George M. Goldsmith and Simon Prahm. 5

GAME RESULTSGAME ZONES YOUNG VOLUNTEERS NUMBER OF UNIQUE PARTICIPANTS81741,120 GHANAGAME ZONES YOUNG VOLUNTEERS OF THE UNIQUE PARTICIPANTS ARE WOMEN/GIRLS NUMBER OF UNIQUE PARTICIPANTS72222,06545% JORDANGAME HOUSE GAME ZONES YOUNG VOLUNTEERS OF VOLUNTEERS ARE YOUNG WOMEN/GIRLS NUMBER OF UNIQUE PARTICIPANTS122 27749% 2,559 LEBANONYOUNG VOLUNTEERS OF VOLENTEERS ARE WOMEN/GIRLS71 46% SOMALILANDGAME ZONES YOUNG VOLUNTEERS OF VOLUNTEERS ARE WOMEN/GIRLS ATTENDANCES IN GAME ZONES33361% 1,579 GREENLANDGAME HOUSES GAME ZONES YOUNG VOLUNTEERS ATTENDANCES IN THE PLAYMAKER PROGRAMME, THE GAME HOUSES AND ASPHALT MEET-UP PROGRAMME OF ATTENDANCES IN DENMARK ARE WOMEN/GIRLS181,75441%428283 DENMARKGAME ZONES YOUNG VOLUNTEERS OF VOLUNTEERS ARE WOMEN/GIRLS NUMBER OF UNIQUE PARTICIPANTS12 16038% 1731 KENYAGAME ZONES YOUNG VOLUNTEERS OF VOLUNTEERS ARE WOMEN/GIRLS4 2850% NORWAYGAME ZONES YOUNG VOLUNTEERS OF THE UNIQUE PARTICIPANTS ARE WOMEN/GIRLS NUMBER OF UNIQUE PARTICIPANTS62,12815960% TUNISIA 6

GHANA SINCE 2019TUNISIASINCE 2019NORWAY SINCE 2020KENYA SINCE 2022DENMARK SINCE 2002UKRAINESINCE 2023SOMALILAND SINCE 2018JORDAN SINCE 2018LEBANON SINCE 2007GREENLANDSINCE 20227This map is drawn according to the Gall–Peters projection because it preserves countries’ relative land area and avoids the size distortions of traditional maps, reflecting a commitment to balanced global representation.

SOCIAL LIFE SKILLSTeamwork Trust Leadership Empathy Effective communication Problem-solvingHOW DO WE CREATE SOCIAL CHANGE?Peace/reconciliation Gender equality Sustainable communities Democracy Creating partnerships Other local sustainability issuesCOMMUNITY S O C I A L L I F E S K I L L SI N D I V I D U A L L I F E S KIL S C O M M U N I T YCreative thinking Critical thinking Self-awareness (physical and mental) Coping with stress and emotions Reflective decision-makingINDIVIDUAL LIFE SKILLS 8

All GAME initiatives are based on enabling children and youth strengths and opportunities. We call this empowerment. Empowerment goes hand in hand with youth engagement. When young people feel empowered, they have the confidence, capacity and motivation to take action and create change for themselves and others. However, empowerment is not just about individuals; it's about building up communities and the collective capacity to take action. Thus, empowerment manifests at the individual, social and community levels and the premise is that empowerment at one level can catalyze change at other levels. One example is the Playmaker Programme, where GAME offers youth training as volunteer street sports instructors and role models. The Playmakers then use their training to create inclusive and active communities for children in at risk areas. This gives both children and youth skills to navigate through changes, challenges and opportunities in their daily lives, beyond GAME and in society in general. Esra Sari-Kahia and Jasmin Adnan Meki Mohammed are Playmakers and they explain it this way: "One of the things we learn from being Playmakers is to take responsibility. We have been GAME Zone children ourselves, and back then it was someone else who took responsibility for us. But now that we are Playmakers ourselves, the roles are reversed. It's a really big thing for us and it gives us a lot of competences. It makes us proud."The life skills we work with at the first two levels of the empowerment model are personal competencies that support children and youth in engaging constructively with themselves and with others. Life skills are built over time and as children and young people gain experience in these first two levels, they become better equipped to actively engage in the third level of empowerment: their wider society. This includes contributing to gender equality, democracy, health and social change.INDIVIDUAL LEVEL At the individual level, young people in GAME develop individual skills such as creative and critical thinking, physical and mental self- awareness and self-confidence.SOCIAL LEVEL At the group level, young people in GAME gain skills in teamwork, leadership, effective communication and problem solving.COMMUNITY LEVEL The community level enables and supports spaces where young people in GAME engage and create positive and sustainable change in their local communities and society in general.GAME's empowerment approach and focus on life skills support long-term impact. In 2025, we conducted an external evaluation focused on projects across Lebanon. The evaluation highlights that the Playmaker model successfully cultivated leadership and self- confidence. Approximately 97% of participants reported feeling more confident, with essential life skills like teamwork and problem-solving significantly strengthened. The programme successfully promoted gender equity, with girls emerging as role models.GAME EMPOWERMENT MODEL LIFE SKILLS Learnings 89%89%of children and youth participating in activities across Lebanon and Denmark feel part of a community in GAME.*Based on survey responses from 907 children and youth in 2025. 93%93%of Playmakers participating in activities across Ghana, Lebanon and Denmark report feeling motivated to play an active role in their community.*Based on survey responses from 185 Playmakers participating in 2025. 84%84%of children and youth participating in activities across Ghana and Denmark have learned something they can use in other areas of life.*Based on survey responses from 303 children and youth participating in 2025. 9

GAME HOUSE COPENHAGENGAME HOUSE COPENHAGENGAME HOUSE VIBORGGAME HOUSE VIBORGGAME HOUSE AALBORGGAME HOUSE AALBORG10

GAME transforms unused buildings into award-winning facilitiesGAME HOUSE ESBJERGGAME HOUSE ESBJERGGAME HOUSE BEIRUTGAME HOUSE BEIRUTGAME has more than 15 years of experience in transforming old, industrial or unused buildings into innovative facilities. The goal is for street sports and street culture to be accessible to everyone - in flexible, creative and inclusive spaces. Here, children and youth can meet and participate in activities and strengthen the communities around street sports and street culture. Involvement of youth, local communities and associations is a central part in the creation and development of GAME's facilities. In 2023, we successfully started the establishment of a GAME House in Beirut. Through a great effort from the GAME Lebanon team and the local youth, the design and construction of the facility has continued despite the war, and in 2025 the doors opened to the full scale GAME House. 11

SOCIAL CHANGE THROUGH YOUTH-LED STREET SPORTS AND CULTURE IN SAFE URBAN SPACESWELL-BEING AND MENTAL HEALTHCIVIC ENGAGEMENTCLIMATE ADAPTATION AND AWARENESSENTREPRENEURSHIP AND EMPLOYABILITYGENDER EQUITYSOCIAL COHESION AND PEACEBUILDINGSPORT FOR DEVELOPMENTSport is a powerful driver of sustainable development. GAME's Sport for Development model places youth-led street sports and street culture in safe urban spaces at the centre of social change. Our Global Results Framework translates this approach into six interconnected impact areas that guide our programmes and structure this annual report. At the heart of our model is Social Change through Youth-led Street Sports and Culture in Safe Urban Spaces - the core principle guiding all our work. GAME'S SPORT FOR DEVELOPMENT MODELThe six impact areas reflect a strategic focus, tailored and integrated to align with local contexts and needs: Gender Equity Civic Engagement Climate Adaptation and Awareness Wellbeing and Mental Health Social Cohesion and Peacebuilding Entrepreneurship and Employability 12

SOCIAL CHANGE THROUGH YOUTH-LED STREET SPORTS AND STREET CULTUREAcross cities and continents, young people are facing a shared challenge: a lack of inclusive, accessible spaces where they can feel safe, seen and supported. In many urban areas, public space is either scarce or not designed with youth in mind. GAME's response is rooted in co-creation: building youth-led urban spaces where sport, street culture and civic engagement come together. These hubs are more than physical structures - they are platforms for safety, community, empowerment and belonging. 13

GAME'S LOCAL LEADERSHIP APPROACHGAME's Local Leadership approach ensures that youth and communities lead the change we aim to create. Rooted in our mission to enable youth-led social change through street sport and culture, we believe lasting impact happens when those closest to the challenges shape the solutions. Youth are not only participants - they are leaders, role models and co-creators. Through our Playmaker network, participatory design methods, and local spaces such as GAME Houses and Street Hubs, young people influence decisions, design activities and build strong peer communities. We prioritise the inclusion of marginalised groups to ensure diverse voices are represented. Our local presence, through nationally anchored branches and trusted civil society partners, enables context-driven programming and sustained youth leadership. We are committed to strengthening local ownership, increasing shared decision-making and continuously raising the bar for transparent, equitable collaboration to ensure sustainable, locally led impact. GAME'S PARTNERSHIP APPROACHGAME's Partnership Approach guides how we collaborate to advance youth-led social change through street sport and culture. Partnerships are central to our impact and are built on shared values, co-creation and mutual accountability. We work with civil society organisations, informal youth groups, public institutions, private sector actors and knowledge partners. Across contexts, we ensure that partnerships create meaningful opportunities for youth as leaders, role models, and change-makers. GAME's added value lies in our expertise in youth-led programming grounded in Positive Youth Development, rights-based approaches and participatory design. We bring actors together across sectors and create platforms where youth, communities and decision- makers can collaborate. Our partnerships are guided by core principles: a youth-centered vision, participatory and human-centred practices, reciprocal capacity sharing, financial transparency and responsible exits that strengthen local ownership. Through this multi-stakeholder approach, we enhance relevance, sustainability and equitable collaboration in all the contexts where we work. 14

GAME HOUSE BEIRUT: A HOME FOR HOPE, COMMUNITY AND OPPORTUNITYToday, Abed has returned to Syria, carrying GAME's mission with him: "I hope that GAME and organizations like GAME have programmes in Syria, because it’s needed here more than ever." Now welcoming more than 1,000 children and youth regularly, GAME House Beirut also serves as a training hub for Playmakers across Lebanon as a sustainable platform for leadership, creativity and positive social change.GAME House Beirut is built in a former industrial space in Karantina. It has been transformed into a vibrant, safe and inclusive space where young people come together to move, create and build community through sport and street culture.In May 2025, GAME proudly celebrated the official opening of GAME House Beirut - the result of more than a decade of dedication, vision and close collaboration with the local community. Located in the heart of Beirut, the inclusive and youth-centered facility ensures that street sports and cultural activities are accessible to all children and young people, regardless of background and skills. For 23-year-old Abed, GAME has been part of life since he arrived in Lebanon from Syria at the age of 10. He began as a player in Borj Al Barajneh and later became a volunteer as a Playmaker. "The GAME House is our second home. It was a dream of ours to have this space in Lebanon, which is now true. It allows all children to play, especially those who cannot afford academies." 15

NORWAY:NORWAY: COMMUNITY-COMMUNITY- DRIVEN INNOVATIONDRIVEN INNOVATION NORWAY: COMMUNITY- DRIVEN INNOVATIONSince 2021 GAME has been active in Arendal in Norway. In 2025, GAME in Norway will start up Playmaker activities in Oslo as well. The programme trains local youth as volunteer coaches and role models and lead weekly street football and street basketball sessions in GAME Zones, creating safe and inclusive spaces for children and young people. They already do so in Arendal and GAME will, over the next coming year open up six new GAME Zones in Oslo. Preparations for GAME Streethouse Arendal are progressing, with construction planned for start-up in 2026.Through youth-led co-creation workshops, local youth have helped shape the vision and future spaces using GAME's participatory design principles. The vision is to create Norway's most innovative and accessible activity hub for youth, open 365 days a year and built on the principles of low-threshold participation, user involvement and continuous development. The house will combine street sports, creative activities and social spaces, while offering leadership training through the Playmaker Programme, enabling the empowerment of youth as role models in their own communities. 16

KENYA: BUILDING MOMENTUM TOWARDS NAIROBI STREET HUBIn November, GAME brought together 500 participants for a landmark event marking the upcoming opening of Nairobi Street Hub - a major milestone on the road to its official launch in 2026. The event highlighted the strong local support behind the project and the growing movement for street sports in Kenya. Throughout 2025, important progress has been made. The final designs for the 6,500 m² facility are now complete and the construction is well under way. The first phase will include two full- size basketball courts, two beach volleyball courts, a skate area, toilets, changing rooms and a green space designed to manage floodwater, with additional youth-driven elements planned for a second phase.Community involvement has been central. Workshops have addressed key issues such as safety and inclusion, including measures to reduce sexual harassment risks and create safe spaces for young breastfeeding mothers, so they can also take part in the activities. At the same time, GAME strengthened its impact by securing EU funding for the B.A.L.L. project and is launching a pilot Playmaker partnership with SOS Children's Villages, while expanding peacebuilding initiatives across Nairobi, Kisumu and Nakuru.More than 500 people gathered at Ngei Primary School in Nairobi in November 2025 to celebrate the groundbreaking of the new GAME Street Hub in Lang'ata. Developed with young people and the local community, the Street Hub reflects a shared vision for a more inclusive Nairobi. 17

GENDER EQUITYIn GAME we see gender equity as key to building inclusive, just communities. It’s more than getting more girls and women into sports. It’s also about rethinking how sport is organised to create safe, welcoming spaces for everyone. We aim to adress not only participation, but also the norms and structures shaping access and sense of belonging. Importantly, our work is always applied to the local context, co-created with youth to reflect cultural realities while still opening space for inclusion and equity. 18

GHANA: MORE GIRLS IN THE GAMEIn 2025, GAME together with our local partner DUNK Grassroots expanded opportunities for girls' participation in street sports through the establishment of the GAME Girl Zone in Accra, Ghana - a safe and inclusive space designed with and for girls and young women. The initiative has contributed to a positive shift in parental attitudes, with more families encouraging their daughters to participate in sports activities. As a result, 184 girls joined the GAMExDUNK programme, increasing girls participation from 20% to 36%. The programme also strengthened the capacity of Playmakers through training focused on gender equality, inclusion and feminist leadership. As a result, 90% of Playmakers reported increased knowledge of how to create inclusive training sessions. A parent from the GAME Girl Zone shared: "My daughter is safe after school and on weekends because she spends her time at the centre." Today, the GAME Girl Zone continues as a community-owned safe space co-led by youth leaders, strengthening local ownership and opportunities for girls to participate and thrive. UKRAINE: STRENGTHENING YOUTH LEADERSHIP THROUGH INTERNATIONAL EXCHANGEIn 2025, GAME strengthened it's partnership with the Ukrainian organisation Street Culture through the project Inclusive Horizons, funded by the Nordic Council of Ministers. As part of the collaboration, youth leaders from Ukraine participated in an international exchange in Copenhagen alongside peers from Denmark and Greenland. During the exchange, 18 women and youth leaders took part in workshops, dialogue sessions and street sports activities focused on gender-inclusive coaching and youth leadership. The exchange created a space for sharing experiences, building international networks and developing new approaches to inclusion in sport. The knowledge gained is now being applied in youth-led street sports activities in Ukraine. 19

SOMALILAND:SOMALILAND: AWARENESS ONAWARENESS ON WOMEN AND GIRLS ASWOMEN AND GIRLS AS PLAYMAKERSPLAYMAKERS SOMALILAND: AWARENESS ON WOMEN AND GIRLS AS PLAYMAKERSGAME's Playmaker approach enables girls in Somaliland to lead community-based sport activities in contexts where their participation in public life is often restricted. By using sport as a socially accepted and visible entry point, girls are able to take on leadership roles in safe and inclusive GAME Zones. These youth-led activities create opportunities for girls' participation while gradually building acceptance within their communities. The results are clear: girls now make up nearly half of all Playmakers, and participation in activities has reached as high as 55% girls. At the same time, community support for girls' participation in sports has increased significantly, rising from 66% in 2022 to 84% in 2025. In 2025, an external evaluation of projects across Somaliland confirmed this positive development. The evaluation highlights a measurable shift in gender norms, with more girls participating in sports and communities becoming increasingly supportive of their involvement.This change is significant not only because participation has risen, but because it signals the beginning of a broader attitudinal transformation within more conservative settings. The growing acceptance of girls in sports demonstrates how structured, youth- led interventions can help dismantle long-held stereotypes when they combine visibility, dialogue and consistent community engagement. Beyond participation, Playmakers are becoming advocates for gender equality in their communities. Through training and dialogue, 97% of Playmakers report increased understanding of gender equality and protection, and many actively raise awareness among parents, peers and community leaders. By combining sport, youth leadership and community dialogue, female Playmakers are contributing to a visible shift in how girls' participation in public and community life is perceived and accepted in Somaliland. 20

JORDAN: CHANGING THE GAME FOR GIRLSIn Jordan, where sports are often seen as a male-dominated space, the Game for Girls (G4G) initiative aims to shift girls roles in sports from participation to leadership. The initiative was led by the Playmakers Zain Isamil and Amani Abdelkarim under the Equal Play Effect project, funded by Common Goal, to empower young women to engage in sports coaching and promote greater participation of girls in sports. The programme targets women aged 18-30 with leadership potential and a strong passion for sports. Participants take part in an intensive training programme combining theoretical and practical workshops focused on communication, leadership and problem- solving.After the training, participants lead supervised sports activities for girls in schools and community centres, with the initiative concluding in a sports tournament celebrating their journey. One participant said: "I always wanted to lead, but I didn’t think I could. Now I know I can, and I already am." Through this initiative, GAME Jordan is helping create new pathways for girls to become coaches and leaders, contributing to greater gender equality and inclusion.As part of the GAME for Girls initiative (Common Goal), the Playmakers Zain Isamil and Amani Abdelkarim lead a basketball session where female participants from diverse backgrounds build skills and community through sport. 21

ENTREPRENEURSHIP AND EMPLOYABILITYIn GAME we see employability as more than just securing a job, it’s about strenthening young people’s life skills, confidence and leadership capacity to navigate and shape their futures. Through the Playmaker Programme and other youth-led initiatives, we support youth in developing competencies that serve them both professionally and personally. Our approach is rooted in real-life experiences, inclusive coaching and community-based learning. 22

TUNESIA AND JORDAN: WHEN THE COURT LEADS TO REAL-LIFE EMPLOYABILITY SKILLSIn Tunisia and Jordan, around 40% of young people are unemployed. Behind these numbers are talented, motivated young people who lack access to opportunities, networks and practical experience. In 2025, this challenge unfolded in a context of gradual economic recovery. In Tunisia, growth picked up and sectors such as tourism saw positive development, with more than 10 million international visitors over the year. Inflation eased compared to previous years. Despite this progress, unemployment remained high, with young people particularly affected, reflecting deeper structural challenges in the labour market and limited access to jobs for youth. This gap between economic progress and real opportunities highlights the need for targeted, practical interventions. Through the Danish-Arab Partnership Programme, GAME has adjusted the Playmaker Programme across MENA to put an increased focus on strengthening young people’s skills and experience that directly enhances employability. In 2025, teams in Tunisia and Jordan delivered a structured curriculum focusing on communication, teamwork, leadership and project management. These are skills that are essential in both employment and entrepreneurship.Learning takes place on the court, which becomes a classroom without walls. Through street sports, Playmakers practice decision- making, teamwork and leadership, and reflect on how these skills apply to real-life situations such as school, job interviews and the workplace. Following the training, Playmakers gain hands-on experience by leading activities for children and youth in safe spaces as GAME Zones in their own communities. By combining structured training with practical experience, the programme helps bridge the gap between potential and opportunity, turning the court into a pathway for developing real-life employability skills. Amro Manna is one of GAME’s Playmakers from Jordan. Having completed the curriculum, he now actively applies the skills and knowledge he has gained in his role as a young community leader: "GAME didn't just teach me how to be a coach. GAME taught me how to be a leader in my community, how to work with different personalities and how to make an impact on kids' lives. It helped me understand myself, understand others and understand what it means to create a safe space where a child feels seen, heard and supported".At a session on gender equity and gender-transformative approaches during a Playmaker Camp in Jordan, Playmakers present their reflections after group discussions on gender roles and social stereotypes in families, schools and sports. 23

WELLBEING AND MENTAL HEALTHIn GAME, we continuously adapts the way we work with wellbeing and mental health, based on the insights of Playmakers and communities. Youth do not only become more physically active, but also more motivated, confident and socially connected when participating with GAME. In many cases, the benefits of participation ripple outward, promoting healthier families and communities. We believe that access to health is possible when programmes are rooted in youth leadership, family involvement and inclusive design. From Denmark to Lebanon, from special schools to public parks, GAME uses street sports to create healthier communities - one session at a time. 24

GREENLAND: INSPIRING YOUTH THROUGH STREET SPORTSince 2022, GAME has partnered with the Greenland Sports Federation (GIF), Sermorsooq and Qeqqata Municipality to work with youth and and their communities in Greenland. GAME in Greenland offer training for volunteers aged 15-24 to become rolemodels, leading street sport activities for children while developing leadership, teamwork, and practical skills. The program runs in four cities, Sisimiut, Maniitsoq, Nuuk and Paamiut, where youth take on leadership roles and help create sustainable local Playmaker teams. In 2025, Playmaker activities started up in Nuuk, gathering youth from across the regions for workshops, street sport activities, and leadership exercises. The camp strengthened confidence, teamwork, and the ability to take initiative, while building lasting local networks of young leaders.GAME in Greenland is a Jonathan Prize-winning programme, recognized for engaging youth across Greenland. The prize celebrates how young Playmakers inspire a more inclusive and active everyday life.Qivioq Skifte, a former Playmaker and now Junior Coordinator in Maniitsoq, reflects: "I have developed a lot as a person since becoming a Playmaker. I have become more open and can talk to both children and adults. I can stand in front of a large group and collaborate with people. I’ve also made lots of new friends. Being physically active is really good for me, and I can feel it in my body." Through street sport, leadership and community activities, GAME and our partner, The Sports Confederation of Greenland, continues to strengthen the empowerment of youth, foster positive communities and inspire meaningful change across Sisimiut, Maniitsoq, Nuuk and Paamiut. From 2026 GAME will also be present in Kujalleq municipality. 25

SOCIAL COHESION AND PEACEBUILDINGIn GAME we believe that when youth are trusted and supported, they become powerful drivers of peace. From youth-led peacebuilding campaigns in Somaliland to street mediation training in Denmark and bridging host communities and refugee youth in Lebanon, GAME’s street sports model is showing that peace can begin with play and grow from there. We remain committed to co-creating inclusive, peaceful communities through the power of street sports by listening to those closest to the asphalt and trusting young people to lead the way. 26

FROM CONFLICT TO COMMUNITY: SPORT AS A DRIVER OF CHANGE IN KENYAIn 2025, GAME partnered with MIDRIFT HURINET to implement the +Sports for Peace and Development programme in Kisumu, Kenya. At Kasagam Secondary School in Kisumu East, the situation before the intervention reflected the challenges of the surrounding informal settlements. The school environment was marked by unrest and instability, which affected students' well-being and learning conditions. "Before the programme, the school was a battlefield", the Deputy Principal explained. In May 2024, the school was selected as a GAME Zone. The intervention introduced life skills sessions on leadership, decision- making, emotional intelligence and resilience; sports activities promoting teamwork, respect and non-violence; mentorship and peer counseling; and parental engagement meetings. The results have been both clear and encouraging. The overall school environment has improved significantly, with more students engaging positively in school life and supporting one another.A defining moment came during a school tournament where the school was disqualified unfairly. In the past, such an incident might have escalated tensions. This time, the students responded calmly and accepted the decision peacefully. "Now, it feels like a home of peace and focus", the Deputy Principal noted. The principal, who previously faced frequent challenges, now highlights the positive development among students, who are increasingly recognized for their discipline and leadership. The story of Kasagam Secondary School shows how sports, mentorship and life skills can strengthen communities, support young people’s development, and create more positive and safe environments. 27

YOUTH AS DRIVERS OF SOCIAL COHESION IN SOMALILANDIn Somaliland, social tensions are often shaped by clan conflicts, displacement, and limited opportunities for youth to participate in community life. Through its long-term partnership with the local NGO SCORE, GAME supports youth to take on structured roles in community engagement, social cohesion and local peace-building efforts. Since 2021, more than 330 youth have been trained as Playmakers and humanitarian responders. They have facilitated over 500 street sport activities, bringing together youth from different clans, communities and displacement backgrounds, and reaching more than 10,000 young people. These activities create safe spaces where youth can meet across social divides, build trust and engage in dialogue.Youth-led peace-building dialogues have mobilised more than 140 community members from IDP (Internally Displaced Persons) camps and the host communities, while social media campaigns have extended these messages on peace, gender equity and civic engagement to over 21,000 people. As a result, 85% of participants report improved relationships across clan lines following participation in Playmaker activities, while 91% report having formed new friendships. Increasingly, Playmakers are recognised by community leaders and local authorities as "community bridge-builders", demonstrating how youth leadership and sport can strengthen social cohesion in fragile contexts. 28

2924-year-old master's student and dedicated Playmaker from the Tunis Medina GAME Zone in Tunisia, Ikrame Bouali, was named GAME's Volunteer of the Year 2025. She has been an active volunteer with GAME since March 2022, where she has been on a personal journey through GAME Camps, activities, and leadership roles - from facilitator to Zone Manager. Ikrame is recognized for her commitment, discipline and positive attitude. She has contributed to training sessions, Playmaker Camps and Mobile Zone activities across regions such as Jendouba, Nabeul and Testour. As a Zone Manager, she coordinates between Playmakers, participants and partners, while supporting her team both mentally and technically. Beyond GAME, Ikrame is actively involved in other initiatives, including serving as Head of Skills Development in her university club, where she organizes teambuilding activities and life-skills sessions. Ikrame's journey stands as a testament on how GAME's approach enables and strengthens volunteers' capacities, opens doors to meaningful opportunities and spotlights young role models who create positive change wherever they go. VOLUNTEER OF THE YEAR

CLIMATE ADAPTATION AND AWARENESSIn GAME, we recognise that the climate emergency will affect all of us. We also recognise that climate action is a responsibility we must take on as an organisation through the choices we make, the partnerships we build and the way we design and run our activities and spaces. While we can’t provide all the answers, we can support youth to demand change, adapt with purpose and lead their communities into more resilient futures. From the courts on the streets to policy platforms, GAME remains committed to climate justice, because those closest to the crisis must also be closest to the solutions. Importantly, we do not aim to deliver technical solutions, we focus on what we do best: creating meaningful youth engagement and strengthen young people's resilient, informed and active contributors to climate action. 30

YOUTH LEADINGYOUTH LEADING CLIMATE ACTIONCLIMATE ACTION ININ SOMALILANDSOMALILAND YOUTH LEADING CLIMATE ACTION IN SOMALILANDIn 2025, young people from IDP (Internally Displaced Persons) camps and host communities in Hargeisa and Burao took the lead in raising awareness about climate change and identifying local solutions. Through training in Climate Vulnerability and Capacity Analysis (CVCA), youth gained practical skills in facilitation, data collection and community dialogue while working directly with residents to map climate risks, vulnerabilities and adaptation options. For many participants, the process deepened their understanding of climate change. As one youth explained: "I now understand how it actually affects people’s lives and how data collection tools can be used to identify its impacts." The experience also strengthened young people's confidence and leadership skills. Reflecting on the process, one participant shared: "This project taught me that I can speak confidently, convey information to others, and believe in myself."Youth also became Climate Ambassadors and developed a sports- based climate awareness curriculum. Through youth-led activities and football tournaments, more than 170 children and young people learned about climate change through play and dialogue. At first, some community members were unsure about youth leading the process. But attitudes quickly changed. As one community member shared after participating in the workshops: "At first we were not sure about youth leading us. But they surprised us. They were respectful, organized, and confident. They showed us that youth can lead in a good way." The recognition of young people led to an important long-term result: all three participating IDP camps have established Climate Action Committees with formal youth representation and youth in leadership roles. These committees are still in the process of being established and are expected to provide a platform for young people to continue engaging in climate dialogue and community-driven climate action beyond the project. 31

GAME'S PARTICIPATORY DESIGN PRINCIPLESEAR TO THE ASPHALT PLAY WITH IDEAS TEST AND RETRY TAKE IT TO THE STREETS CREATE SOCIAL CHANGE GAME'S SPACES AND PROGRAMMES ARE DESIGNED TOGETHER WITH CHILDREN AND YOUTH 32

EAR TO THE ASPHALT The way to create innovative solutions is to understand the needs and dreams of those who will use the solutions when created. PLAY WITH IDEAS Here, it is all about coming up with as many new, weird, different ideas as possible. The most important thing is to play with the ideas, turn them upside down and build on others' ideas. TEST AND RETRY Try the ideas out, make mistakes and try again. Spend as little time as possible behind a desk. New ideas must be tested quickly on a small scale to find out how they work in reality. TAKE IT TO THE STREETS New, great ideas need to be brought to life and implemented in reality. This requires planning of the rollout and considerations such as time, resources, stakeholders, the local context and GAME's methodology. CREATE SOCIAL CHANGE The last and most important principle is to ensure that the idea actually brings about the social change that it was put in the world to create. We do this through evaluation and learning methods. GAME'S PARTICIPATORY DESIGN PRINCIPLES Innovation is a cornerstone of GAME's way of working, using methods from what is called 'Human Centred Design' - an approach to design that invites all stakeholders and users into the design process. GAME volunteers, children, parents and partners participate in workshops, interviews, observations, feedback sessions and tests, and contribute with significant inputs for developing new concepts and methods. This allows us to continuously improve our concepts and methods and to excel in delivering social impact and lowering the threshold to physical activity. 33

Meet Souhail Abdeddaim, and his journey from being a child in street basketball trainings in GAME to Project Coordinator in the Playmaker Programme in Denmark. Souhail's journey in GAME began in 2002 in Sydbyen in Næstved. As a GAME Zone child (that's what we call the children who participate in GAME trainings in their local GAME Zone), he was introduced to the community through his older brother; a community that GAME's Playmaker Programme offers in social housing areas, where young role models together lead free street sports activities for local children. The experience immediately made an impression: "My older brother took part in the trainings and got me involved. I played basketball, and I met the coolest instructors in the world – back then they weren’t called Playmakers yet." What started as a leisure community soon became the start of a career. Souhail became a volunteer Playmaker, participated in Playmaker Camps, where volunteers from across the country receive training as street sports instructors and role models. And he gradually took on more responsibility in the organisation. Over time, he went from being a participant to creating the structure for other young people himself. As a volunteer coordinator in his local GAME Zone, he became the link between the other volunteers and the organisation and he was trained in volunteer management. Shortly after, the opportunity arose to take another step and move to Viborg in a temporary position as Project Coordinator for the Playmaker Programme: "I packed my bag and set off on an adventure. I was given leadership responsibility and did my best." Today, Souhail is back in Copenhagen, permanently employed as a Project Coordinator and co-responsible for the development of the Playmaker Programme, as well as having leadership responsibility for young employees in the team.On his journey, it has been crucial for him how GAME works with developing employees over time and creates space for people to grow with the responsibility. Something his own journey is a clear example of. For Souhail himself, it is precisely the trust and the opportunity to develop that make the difference for him in a workplace. As he says: "You are given a great deal of responsibility, and it's an upside that you are allowed to run with your own ideas. If you want to try something new, there is often an opportunity to do so." At the same time, it is the culture that makes him stay. A culture where commitment and flexibility go hand in hand: "We want the best for each other, and we know that there is a life outside of work. I really like that culture, because it aligns with the work I do in the organisation, which, among other things, is about working directly with people and relationships. And that balance is also possible because I have the best leader in the world." What drives him is his commitment to the goal that GAME has and the difference his work in GAME makes for other young people: "I genuinely believe in the mission we are working on, and in what GAME can become and give to others." Today, Souhail is not just a part of GAME. He helps provide the same opportunities for other young people that he himself stepped into as a GAME Zone child. His journey shows how children and young people, through responsibility, community and trust, develop into role models who themselves help create change together with others. Souhail himself also contributes to carrying this development forward, as he actively helps strengthen and expand GAME's efforts, so that even more young people gain access to the community through activities in more cities across Denmark. "I have given a lot to GAME, and I have received so much in return.""I packed my bag and set off on an adventure. I was given leadership responsibility and did my best." 34

58% 42%0-19 20-24 25-29 30-34 35-39 40-44 45-49 50-54 55-59 60+ 0 5 10 15 20 25 3030%25%20%15%10%5%0Age RangePercentagePermanent Employees Student Assistants PEOPLE IN GAMEGAME's staff is characterised by a relatively young age profile, with an average age of 32.5 years. This means that many employees are close in age and experience to the target group we work alongside. This strengthens the organisation's ability to understand, relate to and create relevant activities and communities for children and young people. At the same time, the organisation benefits from a broad range of experience and competencies across age groups, ensuring both professional expertise and continued development. The combination of young talents and experienced employees supports GAME's work with youth-led communities, where role models, relationships and identification are essential to creating inclusion, wellbeing and engagement among children and young people. Talent and ExperienceGAME has a large proportion of student assistants and this is a deliberate choice. Students bring updated academic knowledge and current perspectives into the organisation, strengthening the quality and development of our initiatives. At the same time, GAME is often one of their first workplace. Here, they have the opportunity to turn theory into practice, take responsibility and grow through collaboration with colleagues and the youth communities they are part of. This contributes to a strong learning culture where knowledge is developed through the interaction between academia and practice. Strong Learning CultureGAME is an organisation driven by people, especially by young people. Our staff reflects the reality we work within: close to young people, close to the street and close to the communities we engage with. Our mission is to create change through youth-led initiatives and with young people as role models, and this is also reflected in our organisation. With a large proportion of student employees and a relatively young staff profile, GAME is characterised by a culture where new knowledge, hands-on experience and diverse professional backgrounds come together. This creates an organisation that continuously evolves alongside the children and young people we are here to serve. 35

Be open - create a welcoming environment Be reliable - show dedication and consistency Be supportive - build trust and relationships Be social - encourage fun and friendship Be adaptable - offer something for everyone Be encouraging - provide different opportunities to grow Be inclusive - focus on participation Be collaborative - share ownershipGAME's Eight Principles of Inclusion have been developed through many years of experience in creating communities for children and young people who are underrepresented. We know that inclusive sports activities begin with an environment where everyone feels welcome and part of the team. GAME'S EIGHT PRINCIPLES OF INCLUSIONIllustration: Emilie Lenau Klint 36

TURNOVERFoundations & Grants Ministries Municipalities Event & Rental Income Other Income Membership & Entrance32,6%13,9%3,7%44,1%3,5%2,3%Lebanon Jordan Tunisia Kenya Somaliland Ghana Greenland GAME GlobalTURNOVER PER COUNTRY (EXCL. DENMARK)26,9%8,5%1%2%4%10,8%24,9%22%GAME IN NUMBERSProjects and Programmes in DenmarkGAME Houses in DenmarkTURNOVER DENMARK74,5% 25,5% 37

20252024INCOMEEUREURMinistries2,795,1661,783,043Municipalities868,727675,624Membership & User Fees145,309138,890Event & Rental income228,754176,600Private Partnerships33,69824,978Foundations & Grants2,009,8492,241,008Other Income181,635172,758EU03,138TOTAL INCOME6,263,1405,216,039EXPENSESActivities2,307,9421,785,192Personnel3,480,5763,111,386Premises98,01697,776Administrative Costs239,359214,762Other Financial Costs13,6586,113TOTAL EXPENSES6,139,5525,215,229RESULT123,588810FINANCIAL STATEMENT 38

20252024ASSETSEUREURInventory44,31738,152Receivables736,1731,346,890Liquid Assets1,084,468559,975TOTAL ASSETS1,864,9581,945,017EQUITYEquity Primo160,159159,178Retained Earnings123,588810TOTAL EQUITY283,747159,988LIABILITIESBank Debts24,84827,779Trade Payables55,10262,623Other Payables235,137247,112Deferred Income1,266,1241,447,515TOTAL LIABILITIES1,581,2121,785,029TOTAL EQUITY & LIABILITIES1,864,9581,945,017BALANCE SHEET 39

NorwayTHANK YOUPROGRAMME DONORSSISH Social Innovation Sports • Aarhus Kommune • Gl. Skanderborg Fonden • Oda og Hans Svenningsens Fond Tømmerhandler Vilhelm Bangs fonden • Spar Nord Fonden • Sportgoods-Fonden • Esbjerg Fonden • Erik Birger Christensens Fond Sydbank Fonden • Esbjerg Kulturelle Ungdomsfond • Torben og Alice Frimodts Fond • Lida og Oskar Nielsen Fonden Women Win • Salling Group • Football for goodBUSINESS PARTNERSMicrosoft • Belbin • Nobe Aloe Vera • Føtex Food EsbjergIN-KIND DONORSPARTNERS