Educational experience to promote the creation of video games applied to the areas of education, training, and health among young people aged 13 to 25.
Applied videogames
We promote the creation of serious games beyond the ludic format, applied to education, training, and health among young people aged 13 to 25.
Women & STEAM
We boost women’s talent and leadership in the field of STEAM disciplines (science, technology, engineering, graphic arts, and mathematics).
SDGs
We foster topics aligned with the Sustainable Development Goals (SDGs) adopted by the United Nations.
Co-creation
We connect the different stakeholders of the country, region or city: institutes, universities, developers, artists, programmers, companies, etc.
Gamification
We promote awareness, among educators, about game-based educational methodologies to increase motivation and facilitate the acquisition of technical and transversal competencies.
Positive values
We promote values of interculturality, inclusion, and equal opportunities through non-formal education events, trainings and workshops.