European countries are actively integrating video games into the educational process as an innovative teaching tool. This is evidenced by the findings of a large-scale study published by the European Schoolnet in the report *"Video Games in European Schools: 2023–2024,"* presented in Brussels at an event organized in collaboration with UNICEF.The research covered more than 1,400 educators from 26 European countries and demonstrated that, when used appropriately, video games can significantly enhance student motivation, foster creative thinking, support diverse learning styles, and effectively explain complex topics — particularly for students with special educational needs.
According to the survey, 36% of respondents already use video games in the classroom to engage students in the learning process. Moreover, 42% of teachers believe that game-based approaches are especially beneficial for students with lower academic performance.
The most commonly used games among educators are narrative-driven games and puzzles, selected by 55% of respondents. Meanwhile, 45% utilize games specifically designed for educational purposes. However, the study also highlighted several barriers: 67% of teachers who attempted to implement games in their lessons reported difficulties finding suitable software, 61% cited limited financial resources, and 57% pointed to technical challenges.
Video games are most frequently used in computer science classes. In contrast, their application in humanities and social sciences remains limited — only 18% of teachers incorporating game-based learning represent these subject areas.
Across many European countries, specialized events promoting the use of video games in education are held annually, reflecting growing interest in their pedagogical potential. These initiatives primarily aim to bridge the digital divide and equip students with future-oriented skills.