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Project

Upgrade

Unlocking Potential through Gaming, Research, Accessibility, Development, and informal Education

Video games as a catalyst for social inclusion, accessibility awareness, and the personal development of young people

Date

From until

Supported by

Erasmus+ KA220-YOU

What?

With the UPGRADE project, we demonstrate how video games can be much more than just play.


The project targets young people, their mentors, and other stakeholders, offering knowledge and methodologies to use gaming in a positive and inclusive way.

Young people and their mentors discover how games can help develop essential skills such as collaboration, problem-solving, and digital literacy. They learn to understand each other better, find new opportunities, and explore how gaming can become more accessible for everyone.

An online platform will be launched where young people can connect, exchange ideas, and develop their talents. In Living Labs, youth and mentors co-create and test solutions—such as customized gaming setups or new ways to practice skills. Through workshops, they learn from each other and from experts how to use gaming to build life-relevant skills.

We also offer workshops on responsible gaming and address topics such as gaming addiction, online bullying, manipulative monetization models, and privacy. Participants also gain practical digital skills, such as adapting gaming setups, creating accessible content, and storytelling through games.

The project aims to contribute to the recognition of gaming as a valuable tool for informal learning and inclusion. UPGRADE is building a community where young people can strengthen their digital, social, and employability skills. It shows that gaming can lead to greater self-confidence, new opportunities in education or employment, and a space where no one is left out. Everyone can participate and showcase their talents.

Our role?

Within the project, our main responsibilities are:

  • Developing training sessions and workshops on ethical and responsible gaming, as well as online safety.
  • Setting up a Living Lab: co-creating, testing, and refining workshops and solutions together with young people and their mentors, focusing on inclusive, accessible, and responsible gaming. We explore opportunities and train skills with the goal of increasing employability.

Relevance?

The project aligns with European priorities on inclusion, digital transformation, and youth work by strategically using video games as a tool for competence development and social participation.


It responds to the growing role of gaming in young people's lives and offers structured methodologies to strengthen digital skills, ethical awareness, and social inclusion.

In doing so, the project contributes to enhancing the employability of young people, with particular attention to those with disabilities or at risk of exclusion. It supports mentors in their professional development and reinforces the recognition of gaming as a valuable medium for informal learning and youth participation.

Results?

  • Community Hub: An interactive online platform offering training and a meeting space for young people and their mentors who are interested in inclusive and responsible gaming.
  • Living Labs: Practical environments where young people and mentors co-develop and test solutions, such as customized gaming setups and digital storytelling.
  • An applicable approach to using video games for skill development, inclusion, and youth work.
  • Training sessions, workshops, and guidelines for young people and mentors on accessibility, digital ethics, and developing employability skills through gaming.

Team

Researcher

Tessa Delien

Researcher and occupational therapist dedicated to promoting the inclusion and participation of individuals with disabilities. Everyone has the right to fully participate in our society.

Researcher

Wim De Backer

Occupational therapist with a passion for technology that enables communication for people with disabilities