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Manual
The document was created as part of the UpGameIn project and presents Odd Statue Game’s (OSG’s) methodology and best practices for designing and implementing educational games focused on inclusion and accessibility.
Through the desk research and the co-creation learning training workshop (ltta) between the partners organisations the first part of the resource library collection was created including: frameworks, methodologies and guidelines, good practices etc on how to make games more inclusive and accessible.
This will disseminate the experience of partnership to all other target groups. It will enable other game studios, educational organisations, NGOs working with vulnerable groups or VET centres to utilise the material and results of the project and multiply its objectives and outcomes. This way we will succeed in our scope to develop the skills of more game studios and VET organisations on creating more inclusive, equal, accessible games (either for entertainment or education). Moreover the new games that will be created by the partnership as well as the associated partners and the other game
studios will be easier to have accessibility and inclusivity features and thus to empower inclusion and accessibility of vulnerable or marginalised groups in the field of games.
The same will happen with games created or adjusted by Educational institutions for their Game-Based Learning pedagogy and didactics. This pedagogy will become more inclusive and accessible. Finally the activity will enable cooperation between partners as well as their associated partners empowering this way the cooperation between different organisations such as game studios, educational institutions, NGOs and businesses. In conclusion this activity will address the key European priorities for adaptation of VET education on labour needs and enhancement of inclusion and diversity in the game field.
Odd Statue Games (OSG) is a small, yet an up-and-coming company, focused on creating immersive board games that anyone can enjoy. The board game industry has increasingly embraced the principles of inclusivity and accessibility, recognizing that diverse and accessible design enriches gaming experiences for everyone. By integrating thoughtful features such as color-blind friendly components, tactile elements for visually impaired players, or simplified rules for those with cognitive disabilities, modern board games are becoming more universally enjoyable. In addition, the industry is making strides in representing diverse characters and cultures, fostering an environment where all players can see themselves reflected in the games they love. This commitment to inclusivity not only enhances social interaction and community building, but also supports educational and cognitive development through play, making board games an inclusive medium for engagement, learning, and entertainment.
Designing board games with inclusivity and accessibility in mind ensures that everyone, regardless of their abilities or background, can enjoy the game. Here's the methodological guide we at OSG have structured, and a detailed look at how we manage to incorporate these considerations when it comes to creating a new game project.
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http://toolbox.salto-youth.net/5568
This tool addresses
Social Inclusion, Disability
It is recommended for use in:
Training and Networking
The tool was created by
Unknown.
(If you can claim authorship of this tool, please contact !)
The tool was created in the context of
UpGameIn project
The tool was published to the Toolbox by
Asimina Brouzou (on 31 March 2026)
and last modified
27 March 2026
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