The "E-Playing in Social Entrepreneurship" project had several objectives, all interconnected. It aimed to empower youth by providing them with essential entrepreneurial skills and inspiring them to become active agents of change in their communities. One core focus was the development of serious video games and a digital platform that wanted to make learning about social entrepreneurship interactive, engaging, and accessible. The project also sought to reduce youth unemployment by equipping participants with the necessary skills for creating sustainable business opportunities. It targeted disadvantaged groups such as NEETs. Additionally, it wanted to modernise educational practices through gamification and e-learning techniques that aligned with contemporary learners' preferences. Lastly, the project aimed to create lasting collaborations among educators, enterprises, and policymakers - ensuring a broader impact beyond its duration and it wanted to cultivate an upcoming generation of socially conscious entrepreneurs who could effectively address current issues while being prepared for future challenges ahead.
"E-Playing in Social Entrepreneurship," aimed to address the growing need for innovative, engaging, and accessible approaches to educate youth about social entrepreneurship. The primary needs addressed included the lack of practical and dynamic training tools that integrate social entrepreneurship principles with digital gamification to enhance learning experiences. The project recognized the critical role of social entrepreneurship in equipping young individuals to become agents of change in their communities while addressing pressing societal challenges. It sought to fill competence gaps in youth entrepreneurship, enhance awareness, and develop skills required for sustainable and impactful social enterprises. By creating scalable, game-based digital training materials, the project aimed to make learning accessible, interactive, and effective, fostering entrepreneurial skills and reducing unemployment across Europe. Furthermore, it responded to the educational shift necessitated by digital transformation, ensuring the materials align with modern technological advancements and youth learning preferences.