By implementing this project we wanted to empower and give youth workers frameworks and space to create and practice high quality educational games that address social inclusion among youth. The objectives of our project were to: -Explore Educational Games as a powerful methodology with broad potential from the experiential, pedagogical and social point of view, to youth workers directly working with young people at risk of social exclusion. -Provide youth workers with practical skills in designing, implementing and facilitating Educational Games adapted to their work with young people at risk of social exclusion aiming at their social inclusion and empowerment. -Create a set of high quality educational games on inclusion and social topics in the frame of nonformal education and experiential learning. -Apply the knowledge and skills acquired by participants by developing and facilitating educational games in their organisations during the Local Action Phase, having a direct impact on youth at risk of social exclusion. -Develop the “Educational Games For Social Inclusion” compilation booklet, compiling the Inclusive Educational Games created and tested by the participants, and share it with organisations and youth workers working for the empowerment and social inclusion of youth at risk of facing social exclusion, including youth from any other background. -Initiate an international network of youth organisations working on social inclusion and empowerment of youth with the focus on using Educational Games in their work Our project supported KA1 objectives because it aimed to “improve the competences linked to the professional profile” of youth workers by providing innovative tools for designing better educational games. This goal promoted a “better quality of their work and activities in favour of students, trainees, young people and volunteers”. Moreover, by fighting the creativity burn-out of youth workers, we developed participants' motivation and satisfaction in their daily work.