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UpGameIn: VET Guidelines-Modules on Inclusivity

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This lesson was created as part of the UpGameIn project and deepens the concept of inclusivity in games. Games often reproduce cultural biases, leaving minority members (e.g. LGBTQI+, disabled people)underrepresented or misrepresented.

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 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.

Description of the tool

This lesson deepens the concept of inclusivity in games, which is essential for ensuring that learning environments reflect diversity and promote equity. Games often reproduce cultural biases, leaving women, ethnic minorities, LGBTQ+ communities, and people with disabilities underrepresented or misrepresented. This lack of authentic representation diminishes engagement and can reinforce marginalization, whereas inclusive portrayals foster motivation, belonging, and recognition.
The lesson is articulated around 4 main topics, each one developed within a specific module:
Underrepresented Groups in Games;
Challenges to Inclusivity;
Strategies for Enhancing Inclusivity;
Tools, Frameworks and Case Studies.
Ultimately, by confronting underrepresentation, acknowledging systemic barriers, applying inclusive strategies, and leveraging proven tools and frameworks from existing case studies, learners will imagine a new series of inclusive games, transforming them into powerful tools for empowerment, equity, and social cohesion.
Learning Objectives
- Define inclusivity and explain its importance in games.
- Recognize the main underrepresented groups and the challenges related to representation.
- Identify bias, stereotypes, and barriers in the industry and game design.
- Apply strategies and tools to develop inclusive and accessible content.
- 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/5562

This tool is for

VET students, youth workers

and addresses

Social Inclusion, Disability, Gender issues

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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