

Game ON For Europe




Welcome
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Welcome to Game ON for Europe!
Our platform is a part of the Erasmus+ Project 2024-3-SE02-KA210-YOU-000287360, a initiative that promotes civic engagement, European values, inclusion, and creativity through gamification. Our goal is to inspire young people and youth workers by using interactive tools such as board games, creative activities, and digital resources. Explore our site to learn more about active citizenship, discover our educational materials, and join a community of young people who are shaping a more engaged and inclusive Europe.
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PARTNERS:
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REARING YOUTH, Sweden - COORDINATOR;
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​Studio Legale Crastolla Associazione Professionale, Italy;
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Asociatia Empower Plus, Romania;
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Aroma Paradosis, Greece.
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DISCLAIMER:
Funded by the European Union. Views and opinions expressed are however those of the authors only and do not necessarily reflect those of the European Union or the National Agency. Neither the European Union nor the National Agency can be held responsible for them.
PROJECT SOCIAL MEDIA
About Project
Game On for Europe aims to equip youth workers and young people with the skills and confidence to engage actively in their communities by combining creative learning with gamification. Through transnational cooperation between Sweden, Romania, Italy, and Greece, the project focuses on strengthening understanding of European values, encouraging civic participation, and supporting the inclusion of marginalised youth. Its objectives include developing a board game that makes topics such as citizenship and social entrepreneurship easier to explore, enhancing the digital and creative competences of participants, and creating practical resources that youth workers can apply in their daily practice. By building organisational capacity and encouraging collaboration across countries, the project seeks to offer sustainable tools and methods that continue to benefit young people long after the project ends.
Activities
Kick-Off Meeting - Malmo,Sweden
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The project began with a well-structured management phase coordinated by Rearing Youth, during which partners collaborated closely to plan timelines, define responsibilities, and establish quality and communication procedures. The Kick-Off Meeting in Sweden brought together two representatives from each organisation, allowing the consortium to review the project framework, align expectations, and begin shaping the initial concept for the board game and gamification approach. This meeting laid the foundation for smooth cooperation and ensured that all partners shared a common understanding of the project’s direction.
Training Course - Rome, Italy
The Training Course represented a central stage of the project, bringing together youth workers for an intensive six-day learning experience. Throughout the programme, participants explored how European values, civic engagement, and social entrepreneurship could be translated into practical learning tools for young people. The sessions combined theoretical input with hands-on creative work, allowing youth workers to experiment with gamification techniques, role-play scenarios, challenge-based learning, and digital tools designed to foster participation and inclusion. A significant part of the course focused on the co-creation of the project’s board-game prototypes, where participants collaborated to design game mechanics, narrative elements, and educational outcomes aligned with the project objectives. They tested these prototypes in peer-to-peer sessions, analysed strengths and weaknesses, and refined the concepts to prepare them for local activities. The training also strengthened intercultural collaboration, giving youth workers the opportunity to exchange methods, reflect on challenges faced in their communities, and build confidence in applying creative approaches with youth. By the end of the course, participants had acquired not only practical tools and deeper knowledge but also a shared vision for how gamification can support youth engagement across Europe.
Booklet
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The booklet became a valuable educational tools, offering youth workers an accessible guide to using gamification for promoting European values, civic engagement, creativity, and inclusion. Its development was informed by the training course, the initial board-game prototypes, and the partners’ practical experience in working with diverse groups of young people. The booklet combined theoretical explanations with practical methods, activity guidelines, and reflections derived from testing creative approaches during the project. It helps practitioners to apply innovative methods in their own communities. The final version of the booklet included the following chapters:
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Introduction;
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European values – Building a united and diverse future;
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Gamification as a creative approach to youth engagement;
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Game examples for civic education and engagement;
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Developing our game – A journey from concept to implementation.

Local Activities
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The local activities represented an essential stage in refining the project’s board game and ensuring its relevance for young people. Each partner organisation organised a dedicated session in their country, involving youth participants, including those with fewer opportunities. During these activities, young people tested the game prototypes, explored the challenges, rules, and scenarios, and provided constructive feedback on how the game could better reflect European values, civic engagement, inclusion, and social entrepreneurship. Youth workers facilitated discussions, collected observations, and encouraged participants to propose improvements related to clarity, playability, and educational impact. These sessions not only improved the quality of the board game but also strengthened young people’s confidence, creativity, and sense of participation in a transnational project. Through their active involvement, the game evolved into a more engaging and inclusive educational tool, shaped directly by the perspectives of the youth who would ultimately use it.










