An Erasmus+ project to bridge the digital divide between generations
In today’s digital transformation era, millions of citizens over the age of 65 risk being excluded from social, cultural, and economic life simply because they lack access to or confidence with technological tools. The European project “Active Ageing in the Digital Era,” funded by the Erasmus+ programme under the adult education sector, was created to respond to this challenge.
With a partnership involving Italy, Latvia, and Lithuania, the project aims to promote the digital inclusion of the 65+ population through an innovative approach that combines play, training, and active participation. The idea is as simple as it is powerful: technology can be a tool for well-being, socialization, and learning—even for those born far from computers and smartphones.
An international consortium for inclusion
The project is coordinated by VLK Studio , a creative technology company based in Sardinia, specializing in interaction design and the development of inclusive digital experiences. Alongside VLK are MIHI , a Latvian non-profit with long experience in youth and social projects, and EPIONE , a Lithuanian center working on elderly well-being and autonomy through educational and psychological support services.
Among the local partners involved in the Italian activities, Sardinia Game Scene plays an important role. This organization is active in promoting video game culture and social game design. Sardinia Game Scene contributes to the qualitative research phase and conducts local workshops, bringing specific expertise in the design of accessible play experiences.
Turning the digital divide into an opportunity
The project starts from a clear observation: most digital technologies available today are not designed for the needs of older people. Often too complex, unintuitive, or not inclusive, they end up widening the gap between those who are already connected and those at risk of being left behind. “Active Ageing in the Digital Era” seeks to reverse this trend by leveraging the potential of video games and immersive technologies—such as virtual and augmented reality—for educational and relational purposes.
Workshops, focus groups, and hackathons
The project includes a range of activities across the three participating countries. It begins with Focus Groups in each country, involving two key target groups: people over 65 and digital professionals. The former will share their experiences, while the latter will explore challenges in designing and creating games for seniors.
Each partner will then organize three Living Labs (Game Days), where small groups of older adults can try out video games and interactive apps with the support of facilitators, educators, and game designers. These labs also serve as opportunities for data collection and participatory observation to refine methodologies and tools.
The journey will culminate in two key European-level events:
- an International Forum on Active Ageing hosted by Epione in Lithuania, focused on training social workers, and
- a Game Design Hackathon in Latvia, where interdisciplinary teams—developers, designers, educators—will be invited to co-create digital games specifically tailored to the elderly.
Play as a universal language
The heart of the project is play—not just as entertainment, but as a language that fosters relationships, stimulates thinking, and promotes learning. Video games, if designed with accessibility and simplicity in mind, can be a valuable tool to combat isolation, slow down cognitive decline, improve basic digital skills, and foster personal autonomy.
Goals and expected impact
Among the key expected outcomes of the project:
- The creation of at least three “senior-friendly” digital game prototypes;
- The development of a replicable training method for working with older adults;
- The engagement of over 70 direct participants;
- And the publication of a compendium of good practices.
But the impact goes beyond numbers. The project seeks to build a lasting network between organizations, territories, and communities, which will continue to work on digital inclusion even after the project's conclusion.
A project for all ages
“Active Ageing in the Digital Era” is much more than a training pathway—it is a cultural lab centered on the right to digital citizenship for all generations. Because learning to use technology—at any age—also means staying connected, remaining curious, and continuing to take an active part in every layer of society.
Activity calendars and target group details open to the public will be available soon. In the meantime, the partners are working in the field to help build a more accessible, inclusive, and human digital future—also for those over 65.
This project is developed and delivered in collaboration with:

“Active Ageing in the Digital Era” is co-funded by the European Union through the Erasmus+ programme.

Project Code: 2024-2-IT02-KA210-ADU-000269089 – Small-Scale Partnerships in Adult Education