Updated Mar 17, 2026 by European Schoolnet
While 53% of Europeans play video games and the industry exceeds €25 billion in annual revenue, only 36% of surveyed teachers currently use games in the classroom, with 63% explicitly requesting more professional training.
Teachers who do integrate games report significant improvements in student motivation, problem-solving, and psychological capital, noting particular efficacy for special-needs, low-performing, and female students.
The primary barriers to adoption include a lack of curriculum-aligned titles, insufficient hardware and broadband infrastructure, and parental concerns regarding screen time and data privacy.
Successful national initiatives, such as Poland's rollout of 'This War of Mine' and Sweden's 'Gamecamp' program, demonstrate that coordinated government funding and curated game libraries are essential for effective classroom integration.
Only 54% of the teachers who currently use games do so on a regular basis, highlighting a significant gap between initial adoption and sustained pedagogical implementation.
Industry bodies like Video Games Europe and EU programs such as Horizon Europe are actively positioning the gaming sector as a key partner for educational and wellbeing outcomes.
While 53% of Europeans play video games and the industry exceeds €25 billion in annual revenue, only 36% of surveyed teachers currently use games in the classroom, with 63% explicitly requesting more professional training.
Teachers who do integrate games report significant improvements in student motivation, problem-solving, and psychological capital, noting particular efficacy for special-needs, low-performing, and female students.
The primary barriers to adoption include a lack of curriculum-aligned titles, insufficient hardware and broadband infrastructure, and parental concerns regarding screen time and data privacy.
Successful national initiatives, such as Poland's rollout of 'This War of Mine' and Sweden's 'Gamecamp' program, demonstrate that coordinated government funding and curated game libraries are essential for effective classroom integration.
Only 54% of the teachers who currently use games do so on a regular basis, highlighting a significant gap between initial adoption and sustained pedagogical implementation.
Industry bodies like Video Games Europe and EU programs such as Horizon Europe are actively positioning the gaming sector as a key partner for educational and wellbeing outcomes.