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Fostering Gender Balance, Resilience and Leadership in Game Design Careers

2022-1-ES01-KA220-HED-0000871932022Cooperation partnerships in higher educationfinalized
Countries: ES|IT|DK · Grant: €250,000
Inclusion, promoting equality and non-discriminationOvercoming skills mismatch and addressing the needs of the labour marketCreating new, innovative or joint curricula or courses

Objectives

The overall objective was to foster gender balance and collaborative leadership by empowering and digitally upskilling women in careers related to the video game sector. Three specific objectives were defined: A) To raise awareness of the opportunities within the sector and the challenges women face in male-dominated environments. B) To empower participants by strengthening their self-confidence, leadership, and interpersonal skills in technological contexts. C) To provide specialized technical training aligned with real industry demands (real-time creation tools, interdisciplinary collaboration, and cross-sector applications within design fields). We aimed to improve employability, broaden professional horizons, introduce innovative methodologies within the participating HEIs, and generate transferable resources (Documentary, White Paper + Guide, Pilot Training Programme Syllabus, and additional documents emerging from project activities) capable of promoting structural change in both education and the creative sector.

Background

FAIR GAME was conceived to address a structural gap identified in higher education and in the video game industry: the low participation of women in technology-related studies and careers linked to game design, despite the high presence of women in design education. We identified a mismatch between the available female creative talent and the digital skills demanded by a rapidly growing sector. The consortium’s joint needs analysis revealed clear challenges: lack of female role models in the industry, limited training in advanced digital tools within official curricula, insufficient awareness of professional opportunities, and the persistence of male-dominated environments that affect women’s confidence and retention. In addition, in the aftermath of COVID-19, design students faced reduced employability prospects. The project directly addressed Erasmus+ priorities related to inclusion, digital transformation, and the modernization of higher education by proposing a structured intervention to foster gender balance, digital upskilling, and more inclusive creative ecosystems.

Project partners (5)