The implementation of the F4BT project aimed to achieve several key objectives. Firstly, we aimed at empowering Europeans aged 16-30, particularly those at risk or facing discrimination, by providing them with tools and resources to start food and beverage entrepreneurial ventures. Through a game-based training program, participants could simulate the creation of their own business and refine their entrepreneurial and leadership skills. Moreover, the project seeks to challenge negative stereotypes about entrepreneurship by showcasing real-life experiences of F&B entrepreneurs and fostering a supportive community through digital networking platforms. During the project, we wanted to use games and digital tools to make learning fun and help users connecting with each other.
The food industry experienced significant repercussions due to COVID-19. Closures of restaurants and bars disrupted traditional business models. However, the pandemic simultaneously unveiled unprecedented opportunities. This shift prompted a convergence of food and technology, urging the food and beverage sector to reconsider marketing strategies, logistics, and menu offerings. This trend aligns with the evolving landscape of entrepreneurial education, designed to prepare individuals for entrepreneurship. Despite possessing key entrepreneurial traits, such as curiosity and confidence, young people often make ill-conceived decisions in their career paths. The lack of guidance on pursuing focused, responsible, and productive goals, coupled with the absence of safe spaces for trial and error, contributes to them accepting suboptimal job positions or facing unemployment. With Food4BrainTrain we intended to develop a game-based training programme, to help in starting up a food & beverage entrepreneurial initiative by leveraging disruptive technology. Food4BrainTrain helps aspiring food entrepreneurs to make their own business path, to improve their entrepreneurial and leadership skills and to find out and test their own business idea.