<< Background >>To create various local events and activities with the aim of connecting experts, professionals, students and other stakeholders in the fields of game design, game development, healthcare, education and training. These activities facilitated the exchange of knowledge about the innovative uses of video games, virtual reality and the metaverse beyond entertainment. The main focus was on discussing their applications in education and training for knowledge transfer and skills development, as well as in healthcare to improve physical and emotional wellbeing.These objectives were achieved through interactive talks and workshops, which allowed direct interaction between attendees and experts. This approach fostered an environment in which various stakeholders could interact openly, including professionals, students, and even parents of teenagers that play videogames often.In addition, we were able to provide a training programme in which professionals and students could learn about the conceptual design and practical implementation of gaming and virtual reality technologies, and their application in mental health and emotional wellbeing.<< Objectives >>To promote the use of video games in the healthcare and training sectors in Spain and Portugal, and to and involve local communities between both countries. This was carried out through in-person events and activities where experts, professionals, students and other stakeholders were able to chat, interact and create connections.The fact that there were partners and participants from Spain and Portugal helped us with the objective of creating a community and connections under the European framework. As there were participants from several countries in the European Union, this was an international project.We also wanted to provide information, knowledge and inspiration to people who have little or no knowledge in the fields of serious games and virtual reality for health and training.Finally, we wanted to offer a training program to students and professionals in the conceptual design and development of serious games for the healthcare sector.<< Implementation >>A total of 6 activities were implemented for this project:1) Management and implementation. This activity took place for most of the duration of the project and the objective was to plan, organise, coordinate and evaluate all project activities.2) Kick off meeting. The project partners reviewed the project objectives, the schedule of activities, and assigned tasks to each organisation.3) Educational co-creation experience for professionals. It was carried out to train professionals and students on the topic of conceptual design and development of videogames for mental health and emotional wellbeing.4) inVideogames Summit Terrassa. Various talks and workshops were held by experts to promote the creation and use of video games and virtual reality in the fields of education, training and healthcare.5) inVideogames Summit Lisbon. Various talks and workshops were held by experts to promote the creation and use of video games and virtual reality in the fields of education, training and healthcare.6) Final meeting. The project partners met again to evaluate the project and the degree of fulfilment of the objectives.<< Results >>The project achieved significant results, including the celebration of inVideogames Summit Terrassa with 250 participants including experts, professionals, students and other stakeholders.Similarly, inVideogames Summit Lisbon had 100 participants including experts, professionals, students and other interested parties.inVideogames Training, held over a weekend on Montserrat mountain near Barcelona, counted with 20 attendees. After the training, an evaluation form was sent which resulted in very positive feedback, with an overall rating of 4.8 out of 5.The fact that there were participants from Spain and Portugal, as well as participants from other European countries, helped us create an international community under the framework of the European Union. Very positive connections and dynamics were created between people from different countries.
