The project and its objectives
- infomktgoon
- Sep 17, 2025
- 2 min read
Updated: Sep 18, 2025

Regulations and good intentions are not enough: what is needed are concrete, innovative, and engaging tools that allow us to recognize and overcome unconscious biases that still today shape careers, opportunities, and people’s well-being.
Too often, gender stereotypes are perceived as something abstract or limited to academic debate. In reality, they have very practical consequences: they influence the way managers assign tasks, the language used to address colleagues, and the possibility of balancing private and professional life. SMEs, which form the backbone of the European economic system, are no exception: in fact, precisely because of their smaller size and the limited resources devoted to training, they risk lacking adequate tools to address these issues.
It is from this awareness that the idea of creating GEG – Gender Equality Game was born. The core idea of the project is that play, with its ability to spark curiosity, lower defenses, and create a common ground for dialogue, can become a powerful educational tool. Playing means questioning oneself, observing reality from a different perspective, and experiencing emotions that help internalize complex messages.
The project unfolds in four phases:
(1) collection of good practices at the European level,
(2) needs analysis through focus groups conducted in Italy and Sweden,
(3) development and testing of game prototypes,
(4) dissemination online and through digital materials.
For Itineris, Glow, and Mobilizing Expertise, participating in the project means contributing with our experience in gender equality, gamification, and organizational consulting. But it also means putting at the center an idea that is close to our hearts: cultural transformation happens through people’s active involvement. It is not about teaching from above, but about creating spaces where everyone can recognize their own patterns and discover more inclusive alternatives.



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