Updated Mar 17, 2026 by European Schoolnet
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Report · November 1, 2024
Published by European Schoolnet
**Executive Summary – “Video Games in European Schools”** *(Based on the 2023‑2024 “Games in Schools” research project and the 25‑section document you provided)* | **What we know** | **Key figures** | **Implications** | |------------------|----------------|------------------| | **Teacher attitudes & usage** | • 1 474 teachers surveyed in 26 EU countries <br>• 63 % want more training <br>• Only 36 % currently use games; of those, 54 % use them **regularly** | There is strong demand for professional development, but adoption is still limited. | | **Perceived benefits** | • Boosts motivation, engagement, and inclusive learning <br>• Improves visuospatial cognition, attention, problem‑solving, creativity, collaborative skills, psychological capital (self‑efficacy, hope, resilience) <br>• Particularly helpful for low‑performing, special‑needs, and female students who play heavily | Games can be a lever for equity and 21st‑century competencies, but the impact varies by design and context. | | **Barriers** | • Difficulty finding age‑appropriate, curriculum‑aligned titles <br>• Limited teacher expertise & time <br>• Insufficient hardware, licences, and broadband <br>• Parental concerns (screen‑time, data‑privacy, violence) <br>• Lack of clear pedagogical frameworks & assessment tools | Overcoming these obstacles requires coordinated policy, funding, and teacher‑support structures. | | **Enablers & best‑practice examples** | • **Belgium (Flemish)** – “Education meets Games” events, strong focus‑group outcomes <br>• **Italy** – IVIPRO EDU, Maker Camp (Minecraft), Lega Scolastica esports league <br>• **Poland** – Free national rollout of *This War of Mine* with teacher guide <br>• **Luxembourg** – Dedicated “Digital Science” subject, Play Seriously handbook <br>• **Sweden** – Gamecamp programme (97 % transition to higher‑education pathways) | Nationally coordinated programmes that combine funding, teacher training, and curated game libraries are the most successful. | | **Market context** | • European video‑game market > €25 bn annually, 115 000 employees <br>• 53 % of Europeans play; ~50 % are women <br>• Industry bodies (Video Games Europe) and EU programmes (Horizon Europe, Creative Europe) are already positioning games as tools for education, inclusion, and wellbeing | A large, growing industry is ready to partner with schools, but alignment on educational goals is still needed. | | **Research gaps**
in schools Video Games in European Schools Results from the Games in Schools 2023-2024 Research Project Video Games in European Schools: Results from the Games in Schools 2023-2024 Research Project 1
Publisher: European Schoolnet EUN Partnership AISBL Rue de Trèves 61 1040 Brussels – Belgium Funding: Video Games Europe INPA Author: Verónica Donoso Editor: Hans Martens Design: Mattia Gentile; Jonatas Baptista Published in November 2024 The views expressed in this publication are those of the authors and not necessarily those of EUN Partnership AISBL or Video Games Europe INPA. Unless otherwise stated, the content in this publication can be used under the Creative Commons License Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0). VIDEO GAMES Video Games in European Schools: Results from the Games in Schools 2023-2024 Research Project
About Games in Schools More specifically, the 2023-2024 iteration of the Games in Schools project was composed of: x A redesigned Games in Schools 2023 MOOC exploring new elements related to social and emotional aspects of games, including how to ensure diversity inclusion and gender equality, Led by European Schoolnet on behalf of Video Games Europe, Games in Schools is an initiative designed to train teachers and educators across Europe on how to use video games as pedagogical support in the classroom.<sup>1</sup> providing practical examples of gameplay tools and activities that can be used in daily teaching practice.<sup>3</sup> This is the fully updated 5th edition of the successful Games in Schools course launched for the first time in 2014. Following the success of Games in Schools x An updated Games in Schools 2023 handbook in previous years, Video Games Europe and for teachers interested in using video games at European Schoolnet continued their collaboration in school, titled Using educational games in the 2023-2024 to examine in more depth the classroom: guidelines for successful learning opportunities but also challenges offered by outcomes.<sup>4</sup> In addition to English, this resource is integrating games into teaching and learning in currently available in Croatian, Dutch, French, Polish, formal education. This work builds on the previous Portuguese, Romanian and Spanish. How are digital games used in schools? research x The Games in Schools 2023-2024 research report, published in 2009, where more than 500 investigating how video games are used for teaching teachers, decision-makers and experts in eight and learning across Europe.
s Portuguese, Romanian and Spanish. How are digital games used in schools? research x The Games in Schools 2023-2024 research report, published in 2009, where more than 500 investigating how video games are used for teaching teachers, decision-makers and experts in eight and learning across Europe. This study aimed at European countries were surveyed to understand identifying enablers, obstacles, and opportunities of two main questions: What can digital games bring video games in education and consisted of a survey to classroom teaching? What kind of cooperation of European teachers, focus groups with educators, can be envisaged in this precise context between game experts and policymakers, and case study education systems and the games industry?<sup>2</sup> As analyses illustrating good practices across Europe. such, the new Video Games in European Schools The results of this research are presented in this research report provides up-to-date insights and report. evidence on the topic of game-based learning for researchers, policymakers and education professionals and practitioners with an interest to bring video games to the classroom. 1 https://www.video gameseurope.eu/games-in-society/education/about-games-in-schools/. 2 How are digital games used in schools? 3 Games in Schools 2023 | European Schoolnet Academy. 4 Using educational games in the classroom: guidelines for successful learning outcomes.
eo games to the classroom. 1 https://www.video gameseurope.eu/games-in-society/education/about-games-in-schools/. 2 How are digital games used in schools? 3 Games in Schools 2023 | European Schoolnet Academy. 4 Using educational games in the classroom: guidelines for successful learning outcomes. Video Games in European Schools: Results from the Games in Schools 2023-2024 Research Project 1
European Schoolnet We do this by identifying and testing promising innovative practices, sharing evidence about their impact, and supporting the mainstreaming of teaching and learning practices aligned with 21<sup>st</sup> century standards for inclusive education. The mission of European Schoolnet<sup>5</sup> is to inspire and support its network of ministries of education, as well as schools, teachers and relevant education stakeholders in Europe, in the transformation of education processes for 21<sup>st</sup> century digitalised societies. Since its founding in 1997, European Schoolnet has used its links with education ministries to help schools become effective in the pedagogical use of technology, equipping both teachers and pupils with the necessary skills to achieve in the digital society. Video Games Europe Since 1998, Video Games Europe<sup>6</sup> has ensured that the voice of a responsible games ecosystem is heard and understood. Its mission is to support and celebrate the sector’s creative and economic VIDEO potential and to ensure that players around the GAMES world enjoy the benefits of great video game playing experiences. Video Games Europe EUROPE represents European and international video game companies and national trade associations across the continent.Europe’s video games sector is worth €25.7bn, and 53% of Europeans are video game players.<sup>7</sup> 5 http://www.eun.org/. 6 https://www.videogameseurope.eu/. 7 Video Games Europe Key Facts 2023 https://www.videogameseurope.eu/publication/2023-video-games-european-keyfacts/.
The study evaluates how video‑games are being integrated into European primary and secondary classrooms and argues that, while games hold clear potential to enhance motivation, cognition and 21st‑century competencies, systematic support is still required to translate research into widespread practice. A 2023‑2024 survey of 1,474 teachers across 26 European nations reveals that 36 % already employ games in lessons, with more than half of those using them regularly and favouring puzzle‑ or narrative‑driven titles. The principal barriers reported are the difficulty of locating age‑appropriate, curriculum‑aligned and GDPR‑compliant games (45 %) and technical constraints such as insufficient hardware or internet access (42 %). Compared with a 2009 baseline, teachers now rate their digital competence higher (7.7 / 10), display more positive attitudes, and receive stronger backing from school leadership, yet further investment in training, infrastructure and coordinated policy is deemed essential. A comprehensive taxonomy distinguishes action, adventure, RPG, simulation, sport and hybrid genres, and separates commercial‑off‑the‑shelf titles, serious games, gamified tools and game‑based learning approaches. Empirical work from 2009‑2024 consistently shows modest gains in intrinsic motivation, STEM and language achievement, spatial and attentional skills, and collaborative behaviours when games are thoughtfully aligned with learning objectives. Nonetheless, effects on higher‑order cognition remain uneven, and the literature suffers from heterogeneous definitions, limited longitudinal data and a scarcity of rigorous experimental designs. Country‑level case studies illustrate both promise and obstacles. Inclusive esports programmes in Italy, digital‑science curricula in Luxembourg, and language‑focused game pilots in Poland and Romania demonstrate measurable improvements in communication, critical thinking and resilience, while chronic under‑funding, outdated hardware, parental scepticism, gender gaps and rigid curricula impede broader adoption. Across the region, teachers cite insufficient professional development, lack of time and compensation, and uncertainty about content safety as persistent challenges. The overarching recommendation is a coordinated European framework that provides an ethically vetted, GDPR‑compliant repository of educational games, systematic teacher training, robust infrastructure funding, and longitudinal research to validate cognitive and health outcomes. By aligning industry partnerships, policy incentives and evidence‑based pedagogy, the initiative seeks to close the gap between game research and classroom practice, fostering inclusive, engaging learning environments throughout Europe.
The central aim is to furnish educators with an evidence‑based framework for selecting, deploying and assessing video‑games that serve pedagogical goals, arguing that, when moderated and integrated with clear learning objectives, digital games can substantially enrich cognition, spatial‑motor development, ICT competence and student motivation. The thesis contends that well‑designed, age‑appropriate games are not merely supplementary tools but can function alongside—or in some cases replace—traditional textbooks, provided that implementation follows structured guidelines and post‑play debriefing. Empirical studies cited across the material demonstrate that personalization of difficulty and immediate feedback sustain engagement and translate into measurable gains in mathematics, geography, health, ethics and language outcomes. Serious‑game applications range from mobile‑AR health simulators to environmental awareness titles, while game‑jam events are shown to boost technical confidence, collaborative skills and coding proficiency. A detailed taxonomy links specific genres—action, puzzle, RPG, simulation—to targeted competencies, and a practical checklist emphasizes low‑spec technical requirements, PEGI age ratings, intuitive interfaces and progress monitoring. Accessibility adaptations for visual, auditory, cognitive and physical impairments are outlined, though further development is needed for visually‑impaired learners. The scope encompasses Spanish‑language initiatives and broader international examples, covering primary to secondary education and spanning the period up to the early 2020s. It addresses multiple industry segments, including educational software, serious‑game developers, AR/VR health applications, learning‑management systems and community‑driven game‑jam platforms. Data from national campaigns such as “The Good Gamer” indicate adoption in over a thousand schools, with documented improvements in engagement metrics, competency tracking and interdisciplinary learning. Conclusions stress that balanced, safe play—limited by time, monitored for health concerns, and anchored by teacher‑led debriefs—maximizes the cognitive, affective and behavioral benefits of game‑based learning. The provision of curated lesson plans, MOOCs, and extensive resource lists equips teachers to integrate games effectively, fostering creativity, empathy and social interaction while supporting academic achievement and well‑being.
The guide argues that video games, when deliberately selected and scaffolded, can become powerful learning tools across primary, secondary and vocational settings. By positioning games along a continuum from free play to structured, teacher‑guided activities, educators can align specific game mechanics—joy, meaning, immersion, challenge and agency—with curricular objectives, thereby fostering both cognitive and affective outcomes. Empirical evidence shows that the $180 billion global games market, with more than three billion active players (over half of Europeans aged 6‑64 and 70 % of those 6‑24), can support cooperative, discovery‑based and project‑based learning. Systematic reviews and studies such as Parker & Thomsen 2019 link core game characteristics to measurable gains in attention, memory, problem‑solving, literacy and even clinical assessment for ADHD. Narrative‑driven titles (e.g., Florence, Mutazione) are already classified as literary texts in Scotland and Poland, while language‑learning apps and exergames extend benefits to vocabulary, pronunciation and physical health. Multiplayer and emotionally charged games are shown to develop empathy, self‑regulation and ethical reasoning, with data from a Flemish suicide‑prevention project confirming social‑emotional growth. Practical integration strategies emphasize alignment with national curricula, use of in‑game metrics for assessment, and gamification elements such as digital badges and leaderboards. Open‑world and historically themed games (Minecraft, Assassin’s Creed Discovery Tour, Age of Empires) serve as contextual nodes for interdisciplinary projects, while creation platforms—from Scratch Jr to RPG Maker—enable progressive skill development in coding, storytelling and design. The guide also highlights industry disparities (71 % male developers, low representation of women and Black creators) and urges inclusive curricula to broaden participation. Health considerations note the WHO’s classification of gaming disorder in ICD‑11, but research indicates problematic use remains a minority, often driven by micro‑transaction models. Recommendations include reliance on PEGI age ratings and parental
Spanish educators are progressively integrating video games into classroom practice, positioning interactive media as legitimate learning tools rather than mere entertainment. The manual demonstrates that, when combined with teacher training, games can stimulate creativity, empathy and digital competence, providing an engaging complement or alternative to traditional textbooks. Initiatives such as AEVI’s “The Good Gamer,” the nationwide rollout of Minecraft Education Edition, and locally developed titles—including EduZland, BetterWorld, Planet Rescuers, Koral and Endling—are now employed in more than a thousand schools to address subjects ranging from mathematics and language to civic values, environmental stewardship and mental‑health awareness. A thriving ecosystem of Spanish‑origin serious games supports this pedagogical shift. Projects like Teacher+, Diana frente al espejo, Academons, Villi Adventures, 200 y +, Bailando un Tesoro, Poky Drivers, JUNIOR Esports, Futuros Talentos, Nintendo ESNE, EVAD Kids and Minecraft Education target a broad spectrum of curricular content—science, language, history, health and safety—and promote transversal values such as equality, anti‑bullying, teamwork and sustainability. The breadth of offerings illustrates a coordinated effort to embed game‑based learning across primary and secondary education. The landscape is reinforced by a wide coalition of Spanish game developers, publishers and academic programs, including major studios such as Riot Games, Ubisoft and Take‑Two Interactive, alongside numerous university‑based game schools. This cross‑sector network is linked to the broader European context through the Interactive Software Federation of Europe, which represents trade associations from eighteen European nations and leading global companies. Together, these actors create a robust, responsible and economically vibrant environment for video‑game education and production throughout Spain and the wider European market.