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Manual

UpGameIn: VET Guidelines-Modules on Circular Economy

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This lesson was created as part of the UpGameIn project aiming to deepen the understanding of the principles of circular economy in the context of game industry and affiliated processes, as well as the processes involved in game design and production.

Aims of the tool

Through the creation of VET guidelines we ensure the adaptation of VET to the needs of the game industry on creating more inclusive, accessible and environmentally friendly games. VET educators will have a guideline for training for vocational "upskilling" of game designers teams as well as other professionals on how to create inclusive, accessible and environmentally friendly games or how to adjust the existing games. Moreover the guideline will enable the improvement of skills of VET educators on teaching these topics.
The present VET guidelines focus on deepening the understanding and importance of the concept and principles of circular economy in the context of game industry and affiliated processes, as well as the processes involved in game design and production.

Description of the tool

This lesson aims to deepen the understanding and importance of the concept and principles of circular economy in the context of game industry and affiliated processes, as well as the processes involved in game design and production. The industry itself is becoming more and more aware of its influence on the environment, however there is a need of promoting practices, systems and tools aimed to help in adaptation of circular economy principles and solutions into the daily operations of designers, producers and manufacturers within the industry.
The lesson is divided into 4 main topics with each developed within a specific module:
Understanding circular economy and its relevance to the game industry
Applying circular economy principles across game industry
Integration, Design & Future Trends
Module 4 – Tools, Frameworks and Case Studies
Ultimately by learning about the principles of circular economy and getting familiarized with both theoretical and practical examples of its application within the game industry, we wish - through this lesson - foster the new generation of environmentally-conscious professionals within the sector, for who, applying an adhering to the principles of circular economy will be a baseline professional behaviour.

Learning Objectives
- Define circular economy, its principles in relation to the game industry
- Recognize environmental issues on each level of the industry (running the company, design, production, distribution, post-market life of products)
- Identify tools and solutions coming from circular economy which can be implemented throughout the industry
- Define hurdles preventing or limiting application of circular economy solutions withing the industry and look for countermeasures
- Evaluate best practices and real cases as inspiration for their own work.

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Disclaimer

SALTO cannot be held responsible for the inappropriate use of these training tools. Always adapt training tools to your aims, context, target group and to your own skills! These tools have been used in a variety of formats and situations. Please notify SALTO should you know about the origin of or copyright on this tool.

Tool overview

http://toolbox.salto-youth.net/5564

This tool is for

Trainers, educators, game designers, VET students, youth workers.

and addresses

Environment

It is recommended for use in:

Training and Networking

Duration:

4 modules (approx. 1 hours each).

Behind the tool

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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