Toolbox — For Training and Youth Work
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Manual
This lesson was created as part of the UpGameIn project and deepening the concept of environmental activism in games
Underrepresented Groups in Games
Challenges to Inclusivity
Strategies for Enhancing Inclusivity
Tools, Frameworks and Case Studies.
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 making the game industry more inclusive. By putting into practice these modules, learners will imagine a new series of inclusive games, transforming them into powerful tools for empowerment, equity, and social cohesion.
This lesson aims to deepen the understanding and importance of the concept and principles of environmental activism 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 environmental activism practices 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:
Introduction to Gamification and Environmental Activism
Designing for Environmental Engagement
From Virtual Actions to Real-World Impact
Case Studies & Prototype Jam
Ultimately by learning about the principles of environmental activism and getting familiarized with both theoretical and practical examples of its application within the game industry, we wish - through this lesson - to foster the new generation of environmentally-conscious professionals.
Learning Objectives
Define gamification and its role in promoting sustainability.
Identify environmental games and the mechanics they use.
Recognize the value of behavioral motivation in environmental engagement.
Understand how game mechanics influence player motivation.
Explore methods to design eco-actions within gameplay.
Balance fun and education without losing engagement.
Learn how games can drive measurable environmental outcomes.
Recognize different types of rewards and accountability systems.
Create feedback mechanisms that make impact visible.
Apply gamification principles to design a short environmental activity.
Collaborate in small groups to develop a prototype idea.
Reflect on real-world feasibility and potential partners.
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http://toolbox.salto-youth.net/5565
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).
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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