The inclusion potential of gamification in connection with hard-to-reach adults


A policy paper offering lessons learned and recommendations for policy and funding programming, based on the results of the project.

Whereas gamification and serious gaming is beginning to reach the Horizon arena, it has not yet penetrated into for example Erasmus+ or the ESF.

This is rather problematic as these programs are in the frontline of addressing to dead-end situations of an increasing number of Europeans, and as traditional approaches prove still more powerless towards these new and for many people dramatic work and life situations.

The policy-paper will be based on the project experience and knowledge creation and offer critical input to future funding programming addressing long-term unemployed adults.