Games2Guide aims to increase social inclusion and bring about greater opportunities for all:


It offers young people and those working in the guidance field easy access to innovative serious games whilst looking to the future, developing general skills and learning about employment and the jobs market. This will be achieved thanks to the information in Games2Guide.


Our audience can be classed as « digital natives » because they have grown up using social networks and other games for enjoyment and to exchange information and also learn new information.


Accordingly, each of the partner organisations has experience of « gamification » in their field of work, giving them the knowledge to be able to in still motivation, autonomy and self confidence in young people.  Our experience confirms the results of the 2011 European study by the research centre JRC-IPTS (Joint Research centre – Institute for Prospective Technological Studies) of the European Commission on the potential of digital technology games to prevent marginalisation and encourage social inclusion in groups at risk of social and economic exclusion.


Consequently, together with the use of traditional professional guidance methods, the use of interactive digital resources and educational or serious games which have a need for numerical skills which the young people already have, has been more widely developed. This in turn brings guidance in to the 21st Century by adopting digital technology and also increasing motivation, independence and self confidence in young people whilst they are making decisions about their future.

In a digital society, which is constantly evolving, the inclusion of serious games in teaching strategies meets the need for new approaches.  The democratization and interconnection between fixed and movable equipment, computers, mobile phones, games consoles, tablets and multimedia televisions means that these apps and services are available to more than 90% of young people from every social setting in Europe.

Guaranteeing lifelong equal training opportunities and supplying resources and services which are adapted to specific educational needs, in or out of school, is a priority in every country of the European Union which is written in to the European strategy 2020.

More preciseley, in terms of innovation, the project aims to :


  • Develop the needs of professional guidance in the fields of research and resources in serious games for learning ;
  • Make good the lack of awareness of relevant adapted games ;
  • Develop good practice in thisfield ;
  • Identify and encourage transferability of games and resulting teaching strategies from one sector to another and from one country to another ;
  • Make interaction easier between end users, developers, producers and consultants or partners ;
  • Integrate serious game development practices equally between targeted young people and professionals ;
  • Promotedevelopmentprinciples of seriousgames and teaching practices ;

The target groups of the Games2guides are :


  • Guidance professionals
  • Pupils