Summary of European video games industry EU funding calls for 2023

EU funding for the games industry is one of the focus areas of EGDF in its advocacy work in Brussels. The full scope of investment in funding calls dedicated explicitly to the games industry or other games industry-related calls for 2023 is as of yet unknown. This document refers to many calls in the draft stage, so it should be taken only as a reference. This document will keep being updated with new info as it becomes public.

For more information, please contact: Nuno Marques at nmarques@r-control.de

If you are looking for European trade associations interested in joining EU project consortiums, please visit: https://www.egdf.eu/euprojects/

Content:

  1. Creative Europe 2023
  2. Horizon Europe 2023 draft
  3. Erasmus+ 2022 (to be used as reference for 2023 calls)

If you are:

  • A game developer studio, please have a closer look on:
    • 1.1 – Creative Europe Video games and immersive content funding below
    • 2.12 HORIZON-EIE-202X-CONNECT: Implementing co-funded action plans for interconnection of innovation ecosystems
    • 2.1 – HORIZON-INFRA-2024-TECH-01-04: AR/VR-empowered digital twins for modelling complex phenomena in new RI application
    • 2.4 – HORIZON-CL2-2023-HERITAGE-01-07: A world leading European video game innovation system
    • 2.14 – HORIZON-EIE-202X-SCALEUP: Expanding Academia-Enterprise Collaborations
  • An innovation agency, please have a closer look on:
    • 2.13 – HORIZON-EIE-202X-CONNECT: Mutual learning and common tools and resources for national/regional schemes supporting innovation projects of start-ups and SME
    • 2.2 – HORIZON-CL4-2023-HUMAN-01-21: Next Generation eXtended Reality (RIA)
    • 2.4 – HORIZON-CL2-2023-HERITAGE-01-07: A world leading European video game innovation system
  • A VC or accelerator/incubator, please have a closer look on:
    • 2.2 – HORIZON-CL4-2023-HUMAN-01-21: Next Generation eXtended Reality (RIA)
    • 2.15 – HORIZON-EIE-202X-SCALEUP: Expanding Investments Ecosystems
    • 2.16 – HORIZON-EIE-2023-SCALEUP: Startup Europe  
  • A trade association representing game developer studios or publishers, please have a closer look on: 
    • 1.2 Creative Europe Innovative tools and business models funding below
    • 2.12 – HORIZON-EIE-202X-CONNECT: Implementing co-funded action plans for interconnection of innovation ecosystems
    • 2.13 –  HORIZON-EIE-202X-CONNECT: Mutual learning and common tools and resources for national/regional schemes supporting innovation projects of start-ups and SME 
    • 2.4 – HORIZON-CL2-2023-HERITAGE-01-07: A world leading European video game innovation system
    • 2.5 – HORIZON-CL2-2024-HERITAGE-01-03: Leverage the digital transition for competitive European cultural and creative industries.
    • 2.6- HORIZON-CL2-2024-DEMOCRACY-01-08: The use of culture, the arts and cultural spaces for political expression
    • 2.7 – HORIZON-CL2-2023-HERITAGE-01-02: Cultural and creative industries for a sustainable climate transition
    • 2.8 – HORIZON-CL2-2023-HERITAGE-01-03: Re-visiting the digitisation of cultural heritage: What, how and why?
    • 2.9 – HORIZON-CL2-2024-HERITAGE-01-04: Europe’s cultural heritage and arts – promoting our values at home and abroad. 
    • 2.11 – HORIZON-EIE-202X-CONNECT: Preparatory action for setting up joint programmes among innovation ecosystems actors
    • 2.14 – HORIZON-EIE-202X-SCALEUP: Expanding Academia-Enterprise Collaborations
    • 2.15 – HORIZON-EIE-202X-SCALEUP: Expanding Investments Ecosystems  
  • A games research institution, please have a closer look on:
    • 2.1 Horizon Europe Games and culture shaping our society funding;
    • 2.12 – HORIZON-EIE-202X-CONNECT: Implementing co-funded action plans for interconnection of innovation ecosystems 
    • 3.2 Erasmus +  Alliances for Innovation funding below
    • 2.5 – HORIZON-CL2-2024-HERITAGE-01-03: Leverage the digital transition for competitive European cultural and creative industries.
    • 2.6- HORIZON-CL2-2024-DEMOCRACY-01-08: The use of culture, the arts and cultural spaces for political expression
    • 2.8 – HORIZON-CL2-2023-HERITAGE-01-03: Re-visiting the digitisation of cultural heritage: What, how and why?
    • 2.8 – HORIZON-CL2-2023-HERITAGE-01-03: Re-visiting the digitisation of cultural heritage: What, how and why?
    • 2.9 – HORIZON-CL2-2024-HERITAGE-01-04: Europe’s cultural heritage and arts – promoting our values at home and abroad. 
  • A higher education institution providing degree programs on game development, please have a closer look on:
    • 2.14 – HORIZON-EIE-202X-SCALEUP: Expanding Academia-Enterprise Collaborations
    • 3.1 Erasmus + Partnerships for Cooperation funding;
    • 3.2 Erasmus +  Alliances for Innovation funding below

1. Creative Europe 2023


1.1 – Video Games And Immersive Content Development

  • What the funding can be used for? 
    • This instrument might be in particularly interesting for game developer studios. 
    • Aimed at video game development and XR/AR studios to develop video games and interactive immersive experiences with the potential to reach global audiences, as well as improve the competitiveness of the European video games industry and other companies producing interactive immersive content in European and international markets by enabling the retention of intellectual property by European developers.
    • Support will be given to the development of works and prototypes of interactive narrative storytelling with original content and/or quality gameplay intended for production and global commercial exploitation via PCs, consoles, mobile devices, tablets, smartphones and other technologies.
    • The applicant company must own the majority of the rights related to the project.
    • The following projects are ineligible (both as previous work and as work submitted for funding): puzzle games, memory games, sports games, racing games, running games,rhythm/singing/dancing games, social games, quiz games, party games,versus-fighting games, word and spelling games, number games, mind games,even if they have a narrative element. Check full list in section 6 of this document
  • Who can apply? (cumulative conditions):
    • Applicants must be:
      • legal entities (public or private bodies)
      • established in Creative Europe Participating Countries and be in EU Member States(including overseas countries and territories(OCTs)) or listed EEA countries and countries associated to the Creative Europe Programme or countries which are in ongoing negotiations for an association agreement and where the agreement enters into force before grant signature (Non-EU Participating countries)
      • entities established and owned by people in one of the countries participating FULLY in the MEDIA strand. When a company is publicly listed, the location of the stock exchange will in principle determine its nationality.
      • A Company whose main objective and activity is video game production/development, (entertainment) software development or audiovisual production (or equivalent) and can demonstrate recent experience in producing commercially distributed eligible works. I.e, able to provide a relevant sales report showing sales in the period between 01/01/2020 and the date of the deadline for submission.
    • Publishing companies are not eligible.
    • Work-for-hire, i.e. projects for which the development or production work was subcontracted to the applicant by another company, is not eligible, nor are projects on which a member of the applicant company has a personal credit. Early Access works are not eligible either because they are not completed works yet and are still being developed.
  • How much funding will be available: 
    • Total call budget is EUR 6.000.000 
    • Maximum possible rate of EU co-financing is 50% of total eligible costs
    • The grant will be a lump sum grant
    • The maximum EU grant per project is EUR 150.000.
    • Pre-financing rate is normally 70% of the grant amount
    • Projects should not normally exceed 36 months (extensions are possible, if duly justified and through an amendment).
  • When?
    • Call opening: 20 October 2022
    • Deadline for submission: 01 March 2023 – 17:00:00 CET (Brussels)
  • For more information please visit: https://ec.europa.eu/info/funding-tenders/opportunities/portal/screen/opportunities/topic-details/crea-media-2023-devvgim

1.2 – Innovative Tools and Business Models

  • What the funding can be used for? 
    • This instrument might be in particularly interesting for games industry trade associations. 
    • The aim is to support, among other, video game development studios, publishers, trade organizations, game industry events and local clusters developing and/or spreading projects focusing on tools and/or business models that adress the specific challenges of the audiovisual sector such as discoverability, sequencing of release windows, financing, and territoriality in order to increase the visibility, availability, audience and diversity of European works in the digital age and/or the competitiveness and/or the greening process of the European audiovisual industry.
  • Who can apply? 
    • Applicants must be:
      • legal entities (public or private bodies)
      • established in Creative Europe Participating Countries and be in EU Member States(including overseas countries and territories(OCTs)) or listed EEA countries and countries associated to the Creative Europe Programme or countries which are in ongoing negotiations for an association agreement and where the agreement enters into force before grant signature (Non-EU Participating countries)
      • entities established and owned by people in one of the countries participating FULLY in the MEDIA strand. When a company is publicly listed, the location of the stock exchange will in principle determine its nationality.
  • How much funding will be available: 
    • Total call budget is EUR 8.883.198. No limit on maximum per project
    • Maximum possible rate of co-financing is 70% of total eligible costs plus indirect cost flat-rate: 7% of the eligible direct costs
    • The grant will be a budget-based (actual costs, with unit cost and flat-rate elements). This means that it will reimburse ONLY certain types of costs (eligible costs) and costs that were actually incurred for your project (NOT the budgeted costs)
    • Prefinancing rate is normally 40% of the maximum grant amount
  • Projects should not normally exceed 36 months (extensions are possible, if duly justified and through an amendment).
  • When?
    • Call opening: 20 October 2022
    • Deadline for submission: 24 January 2023 17:00:00 Brussels time
  • For more information please visit this link

 


2. Horizon Europe 2023


All of the calls referring to Horizon Europe are in the draft stage. Therefore, information may be missing, or different, in the final version of the calls: 

Cluster 3 – Research Infrastructures

2.1 – HORIZON-INFRA-2024-TECH-01-04: AR/VR-empowered digital twins for modelling complex phenomena in new RI application

 

  • What the funding can be used for?
      • This instrument might be particularly for AR/VR game and app development companies, and other relevant technological partners.
      • The aim of this topic is to deliver digital twin solutions which advance the state-of-art of European RIs and show transformative potential in RI operations. The solutions should pave way for new ways to conduct experiments by the RIs through AR/VR empowered digital twins. Mixed reality (XR) technologies can also be considered. 
      • The focus is on newer application areas, such as healthcare, safety and security, to understand complex real-world systems, particularly in application areas constrained by specific physical limitations (like radiation, pressure or temperature). The related developments should lead RIs to support new areas of research and/or a wider community of users, including clearly identified and involved industrial, scientific or policy end users and enhance the potential of the RIs in addressing EU policy objectives and socio-economic challenges.
      • Proposals should address all of the following aspects:
        • development of digital twin solutions for RIs that take advantage of AR/VR technologies for interactive visualisation, bring together the available relevant data resources in the specific topical area;
        • include technology validation and prototyping activities to cope with a large and representative application area to test the relevance of the solutions with the needs of relevant industrial, scientific or policy end users;
        • prepare for take-up of the developed solutions by clearly identified and involved industrial, scientific or policy end users, and include relevant training for the operation and use of these new solutions. 
  • Who can apply:
      • TBD
      • Co-design approach with the intended user communities is required due to the specific nature of this topic
  • How much funding is available and under what conditions?
      • Total call budget is TBD.
      • The Commission estimates that an EU contribution of around EUR 12 M would allow the main outcomes to be adressed
      • Max funding rate is 100% plus indirect cost flat-rate of 25% of the eligible direct costs (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
  • When?
    • TBD
    •  

Cluster 4 – Digital, Industry, and Space

2.2 – HORIZON-CL4-2023-HUMAN-01-21: Next Generation eXtended Reality (RIA)

  • What the funding can be used for?
      • This instrument might be particularly interesting for Startup ecosystem builders, business angel organisations, venture capital entities, accelerators, incubators, startup associations.
      • The following two types of research and innovation proposals are expected:
        • The development and integration of advanced XR hardware components, for a new generation of XR devices providing greater visual, wearable, vestibular and social comfort. Special relevance should be given to:
          • technological breakthroughs in photonics and new materials 
          • displays and optical elements 
          • more efficient architectures
          • novel systems that cater to the widest range of users, including those that need prescription correction;
          • advanced optical- and photo-detector technologies for sensing systems
        • The development of new solutions aiming to improve the user experience in social and professional XR setups. This includes tools and services for the creation and management of interactive virtual worlds and 3D models, realistic avatars and intelligent agents. The solutions will also seek to enhance the interoperability, performance and accessibility of XR experiences.
  • Who can apply:
      • TBD
  • How much funding is available and under what conditions?
      • Max funding rate is 100% plus indirect cost flat-rate of 25% of the eligible direct costs (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
  • When?
    • TBD

 

2.3 – HORIZON-CL4-2023-HUMAN-01-22: eXtended Reality for Industry 5.0 (IA)

  • What the funding can be used for?
      • This instrument might be particularly interesting for TBD
      • The following two types of innovation proposals are expected:
        • The development of XR applications to support companies in all industrial ecosystems, especially SMEs, to use innovative interactive and immersive technologies, increasing their competiveness, productivity and efficiency. The applications should be robust, safe and trustworthy, especially in terms of cybersecurity, privacy and health issues. Proposals should exploit cross fertilisation between academics, industry representatives and end-users around well thought-out scenarios. Moreover, proposals should include activities to showcase the results, widely disseminating and exploiting the outcomes.
        • Develop and prototype advanced interoperable XR solutions to solve common challenges encountered by the industry (in areas such as assembly, maintenance, training, design, logistics, etc.) placing the wellbeing of workers at the centre of the production process. The project should contribute to the development a European platform providing services to the industry through virtual worlds. Involvement of end-users is essential in defining specifications and testing. The funded third party projects should explore a wide range of XR technologies, taking also benefit of other emerging technologies and standards (such as 6G, Artificial Intelligence, edge and cloud computing, microelectronics). The solutions should aim to cover as many industry ecosystems as possible. 
  • Who can apply:
      • TBD
  • How much funding is available and under what conditions?
      • As support and mobilising of XR innovators is key to the type ii IA of this topic, a minimum of 60% of the total requested EU contribution should be allocated to financial support to the third parties.
      • For ensuring focused effort, third parties in type ii will be funded through projects typically in the EUR 250 000 to 500 000 range per project, with indicative duration of 12 to 15 months
  • When?
    • TBD

Cluster 5 -Culture, creativity and inclusive society

2.4 – HORIZON-CL2-2023-HERITAGE-01-07: A world leading European video game innovation system

  • What the funding can be used for?
      • This instrument might be particularly for games-related research institutions, higher education establishments, public authorities in the field of education and employment, national/regional/local clusters, game associations, and game companies
      • Research should:
        • adress gaps in knowledge in the potential contributions of video games to European economic growth, wellbeing, sustainability and social cohesion, and how to mobilise this potential
        • develop recommendations for how to support sustained innovation, growth and competitiveness in the European video games sector, as well as methodologies for how to encourage the uptake of know-how and new technologies in other economic sectors.
        • Projects should involve different member states/associated countries, in order to develop recommendations that are valid on a European scale, and engage with a wide set of stakeholders, including relevant policymakers, to ensure that proposals developed are effective and economically, culturally and politically feasible at a European level
  • Who can apply:
      • The applicants must:
        • be legal entities like among other game developer studios, publishers, game education/research institutions, games trade associations
        • be established in one of the following:
        • EU Member States
        • Countries associated to Horizon Europe (includes Norway and UK);
      • For a full list of the eligible countries, check Section 8 of this document
  • How much funding is available and under what conditions?
      • Total call budget is TBD
      • Max funding rate is 100% plus indirect cost flat-rate of 25% of the eligible direct costs (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
      • Normally, pre financing corresponds to the maximum grant amount divided by number of reporting periods. For actions with only one reporting period, it will be less, since 100% would mean the totality of the grant amount.
      • The grant parameters (maximum grant amount, funding rate, total eligible costs, etc.) will be fixed in the specific grant agreement
  • When?
    • TBD

 

2.5 – HORIZON-CL2-2024-HERITAGE-01-03: Leverage the digital transition for competitive European cultural and creative industries.

 

  • What the funding can be used for?
      • This instrument might be particularly for games related research institutions, higher education establishments, public authorities in the field of education and employment, national/regional/local clusters, game associations, and game companies
      • Projects should:
        • devise effective and cost-efficient measures to support CCIs(cultural and creative industries) to embrace and make full use of digital technologies for competitiveness and sustainability.
        • choose a suitable set of CCI sector(s), or/and cross-sectoral issues, to focus on, which allow significant impacts to be achieved.
        • Consider a wide array of digital technologies:
        • Analytical technologies such as “big data” or “artificial intelligence” could be used for instance to better understand users’ behaviour, to better plan activities or/and to engage deeper with customers.
        • Visualisation technologies such as “virtual reality” or “augmented reality” could be employed to create more attractive products and services.
        • Propose support measures that are effective and efficient across different member states/associated countries, and address the needs of small, micro as well as larger companies. Such measures may involve the use of platforms or networks to facilitate sharing investments, facilities or competencies among several companies or across sectors.
        • set up at least 4 small scale pilot trials under real world conditions to test and refine the proposed support measures. These need to involve at least four different member states/associated countries, as well as CCI companies of different size.
  • Who can apply:
      • The applicants must:
        • be legal entities like, among others, game developer studios, publishers, game education/research institutions, games trade associations
        • be established in one of the following:
        • EU Member States
        • Countries associated to Horizon Europe (includes Norway and UK);
      • For a full list of the eligible countries, check Section 8 of this document
  • How much funding is available and under what conditions?
      • Total call budget is TBD
      • Max funding rate is 100% plus indirect cost flat-rate of 25% of the eligible direct costs for non-profit organisations, and 70% plus indirect cost flat-rate of 25% of the eligible direct costs for for-profit organisations (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
      • Normally, pre financing corresponds to the maximum grant amount divided by number of reporting periods. For actions with only one reporting period, it will be less, since 100% would mean the totality of the grant amount.
      • The grant parameters (maximum grant amount, funding rate, total eligible costs, etc.) will be fixed in the specific grant agreement 
  • When?
    • TBD

 

2.6- HORIZON-CL2-2024-DEMOCRACY-01-08: The use of culture, the arts and cultural spaces for political expression

  • What the funding can be used for?
      • This instrument might be particularly for games related research institutions, higher education establishments, public authorities in the field of education and employment, national/regional/local clusters, game associations.
      • Research should:
        • Look at effectiveness of alternative outlets for political expression at channeling political engagement and assess their inclusivity and representativity, as well as propose methods for improving these facets
        • Evaluate non-conventional spaces, such as public libraries, art exhibition spaces, cultural centres, etc as catalysers for social and economic changes and places for channelling bottom-up political energy
        • Assess how these alternative initiatives can feed into the wider political debate
        • Look at art and cultural productions as vectors of political expression, be it in democratic or non-democratic contexts and how efficient is art activism is in mediating political messages
        • Assess how virtual spaces like the Metaverse may impact democracy and how to ensure that such digital spaces can, by design, have a positive impact on democratic life and can become tools for citizen engagement
        • Investigation of examples and initiatives from outside Europe is encouraged, given the many interesting experiences of art and activism
        • Proposals must produce concrete policy recommendations and design proposals to allow the potential for political engagement through physical and virtual nontraditional spaces to be fully expressed, in an inclusive manner.
        • Research methodologies should include field research and participative methods.
  • Who can apply:
      • The applicants must:
        • be legal entities like among other game developer studios, publishers, game education/research institutions, games trade associations
        • be established in one of the following:
        • EU Member States
        • Countries associated to Horizon Europe (includes Norway and UK);
      • For a full list of the eligible countries, check Section 8 of this document
  • How much funding is available and under what conditions?
      • Total call budget is TBD
      • Max funding rate is 100% plus indirect cost flat-rate of 25% of the eligible direct costs (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
      • Normally, pre financing corresponds to the maximum grant amount divided by number of reporting periods. For actions with only one reporting period, it will be less, since 100% would mean the totality of the grant amount.
      • The grant parameters (maximum grant amount, funding rate, total eligible costs, etc.) will be fixed in the specific grant agreement
  • When?
    • TBD

 

2.7 – HORIZON-CL2-2023-HERITAGE-01-02: Cultural and creative industries for a sustainable climate transition

 

  • What the funding can be used for?
      • This instrument might be particularly for games-related research institutions, higher education establishments, public authorities in the field of education and employment, national/regional/local clusters, game associations, and game companies
      • Large parts of the CCIs lack the capacity to take the necessary measures to adapt to and thrive under the climate transition, not to speak of driving this transition. Specific approaches are therefore needed to enable Europe’s CCIs to develop their full potential to support a sustainable climate transition.
      • Projects should:
        • develop and validate an economically sustainable model, or a portfolio of approaches, that address this challenge.
        • select a suitable set of CCI sector(s), or/and cross-sectoral issues, to focus on, which allow significant impacts to be achieved.
        • Develop approach(es) to address the adoption of new sustainable business models, including the use of new technologies and possibly the development or adaption of new technological solutions, as well as gaps in skills and capacities.
        • Result in proposed models that should be valid across different member states/associated countries, and address the needs of small, micro as well as larger companies.
        • involve different member states/associated countries, and engage with a wide set of stakeholders, including concerned policymakers, to ensure that solutions developed are effective and realistic.
        • Where appropriate, seek cooperation with projects funded under the topic ‘Cultural and creative industries for a sustainable climate transition’ of the Horizon Europe Cluster 2 2024 call.
  • Who can apply:
      • The applicants must:
        • be legal entities like among other game developer studios, publishers, game education/research institutions, games trade associations
        • be established in one of the following:
        • EU Member States
        • Countries associated to Horizon Europe (includes Norway and UK);
      • For a full list of the eligible countries, check Section 8 of this document
  • How much funding is available and under what conditions?
      • Total call budget is TBD
      • Max funding rate is 100% plus indirect cost flat-rate of 25% of the eligible direct costs (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
      • Normally, pre financing corresponds to the maximum grant amount divided by number of reporting periods. For actions with only one reporting period, it will be less, since 100% would mean the totality of the grant amount.
      • The grant parameters (maximum grant amount, funding rate, total eligible costs, etc.) will be fixed in the specific grant agreement 
  • When?
    • TBD

 

2.8 – HORIZON-CL2-2023-HERITAGE-01-03: Re-visiting the digitisation of cultural heritage: What, how and why?

 

  • What the funding can be used for?
      • This instrument might be particularly for games related research institutions, higher education establishments, national/regional/local clusters, and game associations
      • The uses of digitised cultural heritage, and the strategies that might be pursued in order to reap the full benefits while avoiding the pitfalls, have not been thoroughly researched.
      • Projects should:
        • address these gaps in knowledge, and elaborate evidence-based recommendations on how digitisation of cultural heritage can best be managed, as well as on how digitised cultural heritage can best be used. The European cultural heritage sector is wide and diverse, comprised of many different actors, from large public institutions to independent artists and artisans. Moreover, the context, the cultural heritage itself and the policy landscape often vary strongly between different countries and regions. This diversity must be taken into account when elaborating recommendations, so that these can realistically be applied across Europe
        • In particular, liaise with the projects funded under the “European cloud platform for museums and other cultural heritage institutions” initiative in the frame of Horizon Europe Cluster 2.
  • Who can apply:
      • The applicants must:
        • be legal entities like among other game developer studios, publishers, game education/research institutions, games trade associations
        • be established in one of the following:
        • EU Member States
        • Countries associated to Horizon Europe (includes Norway and UK);
      • For a full list of the eligible countries, check Section 8 of this document
  • How much funding is available and under what conditions?
      • Total call budget is TBD
      • Max funding rate is 100% plus indirect cost flat-rate of 25% of the eligible direct costs (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
      • Normally, pre financing corresponds to the maximum grant amount divided by number of reporting periods. For actions with only one reporting period, it will be less, since 100% would mean the totality of the grant amount.
      • The grant parameters (maximum grant amount, funding rate, total eligible costs, etc.) will be fixed in the specific grant agreement 
  • When?
    • TBD

 

2.9 – HORIZON-CL2-2024-HERITAGE-01-04: Europe’s cultural heritage and arts – promoting our values at home and abroad. 

  • What the funding can be used for?
      • This instrument might be particularly interesting for national/regional/local clusters, game associations, games-related research institutions
      • Building on existing evidence, including from projects funded under topic HORIZON-CL2- 2022-HERITAGE-01-02, proposals should:
        • identify creative practices, policies and programmes that aim to increase the attractiveness of the European arts (including digital arts) and culture abroad.
        • collect good innovative practices developed at the EU and national level and develop small-scale pilots that will test their efficiency.
        • Identify and analyse the barriers, shortcomings and needs of the existing policies and practices and propose policy recommendations for improvements.
        • analyse the extent to which the existing practices and policies encourage coordination among countries as well as coordination among bodies at regional and local levels as well as the role and support of the EU on the cooperation and harmonization of the Member States actions, as regards the of European arts’ promotion abroad.
        • propose pilot policy solutions based on a mixed model that will allow cooperation at local, national and European level, better cooperation of the art sectors and the CCIs, while establish strategic alliances with other sectors. The proposed mixed model should be developed and tested in wide and diversified partnerships of stakeholders. Policy recommendations for integrating this innovative mixed model into the arts policies are expected to be developed by the projects. 
  • Who can apply:
      • TBD
  • How much funding is available and under what conditions?
      • Max funding rate is 100% plus indirect cost flat-rate of 25% of the eligible direct costs for non-profit organisations, and 70% plus indirect cost flat-rate of 25% of the eligible direct costs for for-profit organisations (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
  • When?
    • TBD

 

2.10 – HORIZON-CL2-2023-TRANSFORMATIONS-01-08: Tackling European skills and labour shortages

  • What the funding can be used for?
      • This instrument might be particularly for TBD
      • research activities are expected to take stock of the current labour shortages across Europe, by sectors and occupational groups, based on a sound methodology and ensuring that data is comparable across countries. Afterwards, proposals should identify the main causes of the labour shortages, with a particular focus on skills needs and skills gaps. The causes may include working conditions (pay, working hours, OSH, well-being at work, etc) on labour supply.
      • Proposals may:
        • focus on the skills needed for green/digital with a focus on the “transferability” of existing skills from one sector/occupation to other sectors/occupations (e.g. what is the real gap in skills);
        • focus on shortages forecast;
        • explore changing tasks profiles within jobs;
        • have a regional dimension;
        • Explore the impact on labour market polarisation and segmentation;
  • Who can apply:
      • TBD
  • How much funding is available and under what conditions?
      • Total call budget is EUR 9 million.
      • Max funding rate is 100% plus indirect cost flat-rate of 25% of the eligible direct costs (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
      • The Commission estimates that an EU contribution of around EUR 3 M would allow the main outcomes to be adressed
  • When?
    • TBD
  •  

Cluster 10 – European Innovation Ecosystems

2.11 – HORIZON-EIE-202X-CONNECT: Preparatory action for setting up joint programmes among innovation ecosystems actors 

  • What the funding can be used for?
      • This instrument might be in particularly interesting for national/regional/local clusters, game associations.
      • The topic will allow national, regional and/or local authorities from Member States, Associated Countries and/or EU regions in charge of innovation policies and programmes, in cooperation with the abovementioned parties, to prepare joint multi-annual programmes of activities with the aim of strengthening their efficiency, capacities and interconnection and jointly tackle challenges at EU, national, regional and local level.
  • Proposals should:
      • identify areas and activities of cooperation, to improve the efficiency and performance of Europe’s innovation ecosystems, fostering their interconnection and scale-up while tackling EU, national, regional and/or local challenges;
      • focus on a thematic/technological area of common interest and innovation priorities with an EU added-value;
      • contribute to one or more EU priorities and challenges, including climate action, green deal and digital transformation, the development of rural innovation ecosystems, and should pay attention to gender equality objectives;
      • plan their long-term commitment; consider planning commitments of at least five (5) years;
      • explain the potential for growth and competitiveness foreseen in the targeted sector and/or expected impact on EU challenge(s) through the proposed cooperation;
      • ensure inclusion and diversity with the involvement of all innovation actors applicants from various geographical contexts, including individual innovators, enhance complementarities of EU, national and/or regional funds and programmes and encourage the alignment of their innovation agendas
      • The implementation of the proposed action plans is not part of this topic. For the implementation part, the successful proposals under the topic may seek further financial support from other programmes, including Horizon Europe programme and/or other public and/or private programmes.
  • Who can apply:
      • The applicants must:
      • be legal entities like among other game developer studios, publishers, game education/research institutions, games trade associations
      • be established in one of the following:
        • EU Member States
        • Countries associated to Horizon Europe (includes Norway and UK);
      • For a full list of the eligible countries, check Section 8 of this document
      • Consortia must have at least three (3) independent legal entities from different Member States or Associated Countries.
  • How much funding is available and under what conditions?
      • Total call budget is TBD
      • The Commission estimates that an EU contribution of around EUR 0.70 million per project should suffice for the outcomes of this call
      • Max funding rate is 100% of the eligible costs plus indirect cost flat-rate of 25% of the direct eligible costs (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
      • Normally, pre financing corresponds to the maximum grant amount divided by number of reporting periods. For actions with only one reporting period, it will be less, since 100% would mean the totality of the grant amount.
      • Lump sum-based
      • The grant parameters (maximum grant amount, funding rate, total eligible costs, etc.) will be fixed in the specific grant agreement
  • When?
    • TBD

 

2.12 – HORIZON-EIE-202X-CONNECT: Implementing co-funded action plans for interconnection of innovation ecosystems 

  • What the funding can be used for?
      • This instrument might be particularly interesting for national/regional/local clusters, game associations,  game companies and games research focused universities interested in research and innovation projects, 
      • The aim of this topic is to foster the creation of efficient, open, inclusive and interconnected European innovation ecosystems. The topic will support strategic-oriented long-term programmes of activities (action plans) to enable authorities in charge of public national, regional or local innovation policies and programmes, with the participation of the private sector and research and innovation actors, to implement joint activities towards innovation deployment, while tackling challenges at EU, national, regional and local level.
      • Activities should ensure:
        • participation of private actors, either for the joint implementation of proposed activities, and/or their possible co-funding, via links and cooperation with innovative SMEs, start-ups, industry, private entities supporting innovation and innovators, including clusters, associations, as well as investors and foundations; 
        • inclusion and diversity by expanding to territories that are less advanced in innovation deployment emerging and moderate innovators and with the involvement of all innovation actors, especially those that are currently less active or missing in the innovation ecosystems
        • complementarity and synergies with other funds (EU, public and/or private) and innovation-related strategies/policies/programmes/plans at national and/or regional level
  • Who can apply:
      • The applicants must:
        • be legal entities like among other game developer studios, publishers, game education/research institutions, games trade associations
        • be established in one of the following:
          • EU Member States
          • Countries associated to Horizon Europe (includes Norway and UK);
        • For a full list of the eligible countries, check Section 8 of this document
        • Consortia must have at least three (3) independent legal entities from different Member States or Associated Countries.
  • How much funding is available and under what conditions?
    • Total call budget is TBD
    • The Commission estimates that an EU contribution of around EUR 3 million per project should suffice for the outcomes of this call
    • Max funding rate is 50% of the eligible costs (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
    • Normally, pre financing corresponds to the maximum grant amount divided by number of reporting periods. For actions with only one reporting period, it will be less, since 100% would mean the totality of the grant amount.
    • The grant parameters (maximum grant amount, funding rate, total eligible costs, etc.) will be fixed in the specific grant agreement 
  • When?
    • TBD

 

2.13 – HORIZON-EIE-202X-CONNECT: Mutual learning and common tools and resources for national/regional schemes supporting innovation projects of start-ups and SME

  • What the funding can be used for?
      • This instrument might be particularly interesting for national/regional/local clusters, game associations, and innovation agencies (public or private)
      • The topic will build on the outcomes of the Horizon 2020 pilot action under the enhanced EIC Pilot Work Programme “Mutual learning and common tools and resources for national/regional schemes supporting innovation projects of start-ups and SMEs”, towards bringing together public innovation authorities and agencies to increase the dialogue and networking towards the provision of advises and financial support to early stage SMEs and start-ups for the development of their innovative ideas
      • The proposals are expected to include specific activities that will allow applicants to:
        • Set up open schemes and tools to share their best practices in terms of support for innovative SMEs and start-ups
        • Improve the design of national and regional programmes supporting innovative SMEs;
        • Improve the efficiency of linking national programmes with the EIC plug-in mechanism with the aim to align the processes with the EIC requirements and thus improve the impact on the deployment of innovation in Europe
  • Who can apply:
      • The applicants must:
        • be legal entities like among other game developer studios, publishers, game education/research institutions, games trade associations
        • be established in one of the following:
        • EU Member States
        • Countries associated to Horizon Europe (includes Norway and UK);
        • For a full list of the eligible countries, check Section 8 of this document
        • Consortia must have at least three (3) independent legal entities from different Member States or Associated Countries.
  • How much funding is available and under what conditions?
      • Total call budget is TBD
      • The Commission estimates that an EU contribution of around EUR 0.06 million per project should suffice for the outcomes of this call
      • Max funding rate is 100% of the eligible costs plus indirect cost flat-rate of 25% of the direct eligible costs (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
      • Normally, pre financing corresponds to the maximum grant amount divided by number of reporting periods. For actions with only one reporting period, it will be less, since 100% would mean the totality of the grant amount.
      • The grant parameters (maximum grant amount, funding rate, total eligible costs, etc.) will be fixed in the specific grant agreement
  • When?
    • TBD

 

2.14 – HORIZON-EIE-202X-SCALEUP: Expanding Academia-Enterprise Collaborations

  • What the funding can be used for?
      • This instrument might be particularly interesting for Vocational schools, higher education establishments, public authorities in the field of education and employment, national/regional/local clusters, game associations, and game companies.
      • The action supports co-designed programmes of activities, of at least two (2) study years, proposed jointly by educational institutions from ‘emerging’ and ‘moderate’ innovation ecosystems and the private sector from innovation hubs (‘strong innovators’ and ‘innovation leaders’), to nurture entrepreneurial skills by activities, for example:
        • engagement of business experts into the implementation of educational programmes;
        • engagement of students and graduates from various disciplines and departments into the respective companies’ structures, and engagement of educational staff in companies’ business processes, both with a target of gender-balanced participation;
        • organisation of co-ideation challenges, where students can propose innovative solutions in the field of partners’ expertise and are provided with resources and support to develop the product and its business development strategy
        • To ensure that the impact of the action goes beyond consortium members and their respective countries, it is encouraged that the consortium works closely with innovation agencies from their respective territories and beyond, and seeks for synergies with relevant EU initiatives such as the European Institute of Technology and Innovation.
  • Who can apply:
      • The applicants must:
        • be legal entities like among other game developer studios, publishers, game education/research institutions, games trade associations
        • be established in one of the following:
        • EU Member States
        • Countries associated to Horizon Europe (includes Norway and UK);
        • For a full list of the eligible countries, check Section 8 of this document
        • Consortia must have at least three (3) independent legal entities, of which at least one (1) is established in ’emerging’ or ‘moderate’ innovator region and at least one (1) in ‘strong’ or ‘innovation leader’ innovator region. Also, at least one educational institution and at least one representative of the private sector. The Regional Innovation Scoreboard is taken as a reference, and in the case of entities representing national authorities, the European Innovation Scoreboard
  • How much funding is available and under what conditions?
      • Total call budget is TBD
      • The Commission estimates that an EU contribution of around EUR 1.0 million per project should suffice for the outcomes of this call
      • Max funding rate is 100% plus indirect cost flat-rate of 25% of the eligible direct costs (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
      • Normally, pre financing corresponds to the maximum grant amount divided by number of reporting periods. For actions with only one reporting period, it will be less, since 100% would mean the totality of the grant amount.
      • Lump sum-based
      • The grant parameters (maximum grant amount, funding rate, total eligible costs, etc.) will be fixed in the specific grant agreement
  • When?
    • TBD

 

2.15 – HORIZON-EIE-202X-SCALEUP: Expanding Investments Ecosystems  

  • What the funding can be used for?
      • This instrument might be particularly interesting for business-acceleration providers such as incubators, accelerators, company builders, innovation agencies, business clubs and networks, public and private VCs and their networks, national and regional promotional banks.
      • The Expanding Investments Ecosystems should attract foreign investors into “emerging’ and ‘moderate’ innovation ecosystems by raising awareness of local innovation ecosystems and their start-ups, as well as the potential of the whole region, to capital providers from across Europe. The action supports co-designed programmes of activities, of at least two (2) years, to facilitate the entry of funders in less connected innovation ecosystems through activities, for example:
        • market orientation / introduction programmes for European investors, including establishment of central points of information for foreign investors providing them with knowledge on the ecosystem’s establishment conditions, incentives, tax and legislation;
        • assistance to foreign EU and international investors / Venture Capitalists, including women investors, during the whole process of investment, from the pre-entry stage until the exit, by ensuring support in administrative, legal, linguistic and cultural issues;
        • organisation of European and worldwide international business forums, conferences and events to attract and connect international with local investors;
        • peer-matching of investors and other networking activities to encourage joint ventures;
        • a repository of best practices of market entry facilitation for international investors;
        • a list of recommendations for local authorities and European regulators to better address investors’ entry challenges and facilitate cross-border deals.
        • To ensure that the impact of the action goes beyond consortium members and their respective countries, it is encouraged that the consortium works closely with innovation agencies from their respective territories and beyond, and seeks for synergies with relevant EU initiatives such as the Enterprise Europe Network.
  • Who can apply:
      • The applicants must:
        • be legal entities like among other game developer studios, publishers, game education/research institutions, games trade associations
        • be established in one of the following:
        • EU Member States
        • Countries associated to Horizon Europe (includes Norway and UK);
        • For a full list of the eligible countries, check Section 8 of this document
        • Consortia must have at least three (3) independent legal entities, of which at least one (1) is established in ’emerging’ or ‘moderate’ innovator region and at least one (1) in ‘strong’ or ‘innovation leader’ innovator region.
        • The Regional Innovation Scoreboard is taken as a reference, and in the case of entities representing national authorities, the European Innovation Scoreboard. 
  • How much funding is available and under what conditions?
      • Total call budget is TBD
      • The Commission estimates that an EU contribution of around EUR 1.0 million per project should suffice for the outcomes of this call
      • Max funding rate is 100% plus indirect cost flat-rate of 25% of the eligible direct costs (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
      • Normally, pre financing corresponds to the maximum grant amount divided by number of reporting periods. For actions with only one reporting period, it will be less, since 100% would mean the totality of the grant amount.
      • The grant parameters (maximum grant amount, funding rate, total eligible costs, etc.) will be fixed in the specific grant agreement 
  • When?
    • TBD

 

2.16 – HORIZON-EIE-2023-SCALEUP: Startup Europe 

  • What the funding can be used for?
      • This instrument might be particularly interesting for Startup ecosystem builders, business angel organisations, venture capital entities, accelerators, incubators, and startup associations.
      • This action will connect local digital and deep tech startup ecosystems and support cross border acceleration activities for startups that have achieved market-product fit (or raised at least a seed round) to enhance transfer of technology and knowledge to support and develop their innovative solutions.
      • The below list of specific activities, going beyond research and innovation activities, can therefore be implemented under the partnership and are anticipated as expected outputs:
        • Support transnational near-market collaborative research and innovation addressing technological and societal challenges;
        • Enhance SME readiness (absorptive capacities in all participating countries),
        • Attract wide range of beneficiaries by country and SME type and age;
        • Create synergies among national programmes by streamlining their execution;
        • Enhance cooperation and knowledge exchange at level of national intermediaries.
  • Who can apply:
      • The applicants must:
        • be legal entities like among other game developer studios, publishers, game education/research institutions, games trade associations
        • be established in one of the following:
        • EU Member States
        • Countries associated to Horizon Europe (includes Norway and UK);
        • For a full list of the eligible countries, check Section 8 of this document
        • At least 50% of the partners in a consortium come from ‘modest’ or ‘emerging’ innovator countries
        • The European Innovation Scoreboard is taken as a reference. The applicants must use as a reference the latest version of the Scoreboard at the time of the call closure
  • How much funding is available and under what conditions?
      • Total call budget is TBD
      • The Commission estimates that an EU contribution of around EUR 1.5-2.0 million per project should suffice for the outcomes of this call
      • Max funding rate is 100% plus indirect cost flat-rate of 25% of the eligible direct costs (excluding eligible direct costs for subcontracting, financial support to third parties and any unit costs or lump sums which include indirect costs).
      • Normally, pre financing corresponds to the maximum grant amount divided by number of reporting periods. For actions with only one reporting period, it will be less, since 100% would mean the totality of the grant amount.
      • The grant parameters (maximum grant amount, funding rate, total eligible costs, etc.) will be fixed in the specific grant agreement 
  • When?
    • TBD

 


3. Erasmus+ 


Erasmus + 2023 calls are yet to open. The calls below refer to the 2022 calls, and should be taken as a reference for what might open in the coming year. This information will be updated when new calls open

Erasmus+ is the EU’s programme to support education, training, youth and sport in Europe.

3.1 Erasmus + Partnerships for Cooperation

This action enables participating organisations to gain experience in international cooperation and to strengthen their capacities. In 2022, partnerships for cooperation must address one or more of the following horizontal priority areas:

  • Inclusion and diversity in all fields of education, training, youth and sport
  • Environment and fight against climate change
  • Addressing digital transformation through development of digital readiness, resilience and capacity
  • Common values, civic engagement and participation

In addition to the general priorities mentioned above, specific priorities in the fields of higher education, school education, vocational education and training, adult education, and youth will be pursued in their respective sectors (check pages 201-206 of this document for the full list).

Two types of partnerships are offered to organisations for working, learning and growing together:

  • Cooperation Partnerships
  • Small-scale Partnerships

ERASMUS-SPORT-2022-SCP Cooperation Partnerships 

  • What the funding can be used for?
    • Cooperation Partnerships are aimed at activities that:
      • Increase quality in the work, activities and practices of organisations and institutions involved, opening up to new actors, not naturally included within one sector;
      • Build capacity of organisations to work transnationally and across sectors;
      • Address common needs and priorities in the fields of education, training, youth and sport;
      • Enable transformation and change (at individual, organisational or sectoral level), leading to improvements and new approaches, in proportion to the context of each organisation.Cooperation Partnerships are aimed at activities that:
    • To be considered for funding, Cooperation Partnerships must address either:
      • at least one horizontal priority and/or
      • at least one specific priority relevant to the field of education, training, youth and sport that is mostly impacted (check pages 200-206 of this document
    • All the activities of a Cooperation Partnership must take place in the countries of the organisations participating in the project (check page 209 of this document for exceptions  in venue of the activities).
  • Who can apply?
    • Developers, publishers, local clusters, trade associations and education institutions active in any field of education, training, youth, sport or other socio-economic sectors as well as organisations carrying out activities that are transversal to different fields. Cooperation Partnerships should involve the most appropriate and diverse range of partners, and a minimum of three organisations from three different EU Member States and third countries associated with the Programme (check page 31-34 of this document).
    • Coordinators must be a legal entity in:
      • EU Member States
      • Countries associated with the programme (Norway, Iceland, Lichtenstein, North Macedonia, Turkey and Serbia). This is subject to the signature of the Association Agreements between the European Union and those countries;
    • Partner organizations can be legal entities in:
      • Almost all countries. For a full list of the eligible countries, check page 31-34 of this document;
      • Andorra, Monaco, San Marino, Vatican City State, Faroe Islands, Switzerland, Belarus and the UK can not participate.
  • How much funding is available and under what conditions? 
    • Max funding rate is a choice between 3 single lump sums, corresponding to the total grant amount for the project: 120 000 EUR, 250 000 EUR and 400 000 EUR
    • Project budgets are expected to be complemented with other funding sources, therefore the expected overall cost of the project shall be higher than the fixed lump sum amount requested
    • The condition for the full payment of the grant is the completion of all the activities in line with the quality criteria described in the application.
    • National Agencies or the Executive Agency may decide to split the first pre-financing payment into more installments. They may also decide to reduce the pre-financing or not pay any pre-financing at all, if the financial capacity of the beneficiary is deemed weak
    • Project duration: Between 12 and 36 months (may be extended)
  • For more information please visit: https://ec.europa.eu/info/funding-tenders/opportunities/portal/screen/opportunities/topic-details/erasmus-sport-2022-scp

ERASMUS-SPORT-2022-SSCP Small-Scale Partnerships

  • What the funding can be used for?
    • Besides the same objectives as cooperation partnerships (see above), small-scale partnerships also aim at activities that:
      • Attract and widen access for newcomers, less experienced organisations and small-scale actors to the programme. These partnerships should act as a first step for organisations into cooperation at European level.
      • Support the inclusion of target groups with fewer opportunities.
      • Support active European citizenship and bring the European dimension to the local level.
      • To be considered for funding, small-scale Partnerships must address either:
        • at least one horizontal priority and/or
        • at least one specific priority relevant to the field of education, training, youth and sport that is mostly impacted (check pages 200-206 of this document)
      • All the activities of a Cooperation Partnership must take place in the countries of the organisations participating in the project (check page 217 of this document for exceptions in venue of the activities).
  • Who can apply?
    • Developers, publishers, local clusters, trade associations and education institutions active in any field of education, training, youth, sport or other socio-economic sectors as well as organisations carrying out activities that are transversal to different fields. Cooperation Partnerships should involve the most appropriate and diverse range of partners, and a minimum of two organisations from two different EU Member States and third countries associated with the Programme(check page 31-34 of this document).
    • Coordinators must be legal entity in:
      • EU Member States
      • Countries associated with the programme (Norway, Iceland, Lichtenstein, North Macedonia, Turkey and Serbia). This is subject to the signature of the Association Agreements between the European Union and those countries;
    • Partner organizations can be legal entities in:
      • Almost all countries. For a full list of the eligible countries, check page 31-34 of this document;
      • Andorra, Monaco, San Marino, Vatican City State, Faroe Islands, Switzerland, Belarus and the UK can not participate
  • How much funding is available and under what conditions? 
    • Max funding rate is a choice between 2 single lump sums: 30 000 EUR, and 60 000 EUR
    • Project budgets are expected to be complemented with other funding sources, therefore the expected overall cost of the project shall be higher than the fixed lump sum amount requested.
    • National Agencies or the Executive Agency may decide to split the first pre-financing payment into more installments. They may also decide to reduce the pre-financing or not pay any pre-financing at all, if the financial capacity of the beneficiary is deemed weak.
    • Project duration: Between 6 and 24 months (may be extended).
  • For more information, please visit:https://ec.europa.eu/info/funding-tenders/opportunities/portal/screen/opportunities/topic-details/erasmus-sport-2022-sscp

 

Erasmus + Alliances for Innovation

Alliances for Innovation aim to strengthen Europe’s innovation capacity by boosting innovation through cooperation and flow of knowledge among higher education, vocational education and training (both initial and continuous), and the broader socio-economic environment, including research.

ERASMUS-EDU-2022-PI-ALL-INNO Alliances for Education and Enterprises 

  • What the funding can be used for?
    • Alliances for Education and Enterprises intend to achieve one or more of the following aims:
      • Fostering new, innovative and multidisciplinary approaches to teaching and learning: fostering innovation in education design and delivery, teaching methods, assessment techniques, learning environments and/or developing new skills;
      • Fostering corporate social responsibility (e.g. equity, inclusion, climate change, environmental protection and sustainable development);
      • Stimulating a sense of initiative and entrepreneurial attitudes, mind-sets and skills in learners, educational staff and other workers, in line with the Entrepreneurship Competence Framework (EntreComp);
      • Improving the quality and relevance of skills developed and certified through education and training systems (including new skills and tackling skills mismatches);
      • Facilitating the flow and co-creation of knowledge between higher education and vocational education and training, research, the public sector and the business sector;
      • Building and supporting effective and efficient higher education and vocational education and training systems, which are connected and inclusive, and contribute to innovation
    • At least one of the following activities (full list in pages 263-264 of this document) must be included:
      • Boosting innovation
      • Developing a sense of initiative and entrepreneurial mind-sets, competences and skills
      • Stimulating the flow and exchange of knowledge between higher education, VET, enterprises and research
      • Identifying resilience-related, market needs and emerging professions
  • Who can apply?
    • Who can participate?
      • Higher education institutions, VET providers, game developers, publishers, game research institutes, local/regional/national clusters, and trade associations, etc. (check page 260 of this document for the full list). 
      • Alliances for Education and Enterprises must cover at least 4 EU Member States and third countries associated to the Programme, involving a minimum of 8 full partners. The partnership must include at least 3 labour market actors (companies, or chambers, trade unions or trade associations) and at least 3 education and training providers, as full partners. There should be at least one HE institution and one VET provider involved as full partner in each proposal.
    • Any full partner must legally established in: 
      • EU Member States
      • Countries associated with the programme (Norway, Iceland, Lichtenstein, North Macedonia, Turkey and Serbia). This is subject to the signature of the Association Agreements between the European Union and those countries;
      • Andorra, Monaco, San Marino, Vatican City State, Faroe Islands, Switzerland, Belarus and the UK can not participate.
  • How much funding is available and under what conditions? 
    • The maximum EU grant per project is as follows:
      • 1 million euros for 2 year projects
      • 1,5 million euros for 3 year projects
    • National Agencies or the Executive Agency may decide to split the first pre-financing payment into more installments. They may also decide to reduce the pre-financing or not pay any pre-financing at all, if the financial capacity of the beneficiary is deemed weak
  • For more information, please visit: https://ec.europa.eu/info/funding-tenders/opportunities/portal/screen/opportunities/topic-details/erasmus-edu-2022-pi-all-inno-edu-enterp

ERASMUS-EDU-2022-PI-ALL-INNOAlliances for Sectoral Cooperation on Skills (implementing the “Blueprint”)

  • What the funding can be used for?
    • Alliances for Sectoral Cooperation on Skills aim to:
      • Create new strategic approaches and cooperation for concrete skills development solutions – both in the short and the medium term – in given economic sectors, or in areas implementing a major action of the European Skills Agenda for sustainable competitiveness, social fairness and resilience, the Pact for Skills.
      • Mobilise and incentivize all relevant stakeholders to take concrete actions for the upskilling and reskilling of the workforce, by pooling efforts and setting up partnerships, also at EU level addressing the needs of the labour market, supporting green and digital transitions as well as national, regional and local skills and growth strategies.
      • Tackle skills gaps on the labour market that hamper growth, innovation and competitiveness in specific sectors or areas
    • The following activities must be implemented:
      • Developing a strategic approach to sectoral cooperation on skills
      • Designing European sector-wide agreed ‘core’ curricula and training programmes
      • Delivering the ‘core’ curricula and training programmes
      • Designing a long term action plan for the progressive roll-out of project deliverables after the project has finished
  • Who can apply?
    • Who can participate?
      • Higher education institutions, VET providers, game developers, publishers, game research institutes, local/regional/national clusters, and trade associations(check page 260 of this document for the full list).
      • Alliances for Sectoral Cooperation on Skills (Blueprint) must cover at least 8 EU Member States and third countries associated to the Programme and involve at least 12 full partners. The partnership must include at least 5 labour market actors (companies, or chambers, trade unions or trade associations) and at least 5 education and training providers as full partners. There should be at least one HE institution and one VET provider involved as full partner in each proposal.
    • Who can apply? Any full partner legally established in: 
      • EU Member States
      • Countries associated with the programme (Norway, Iceland, Lichtenstein, North Macedonia, Turkey and Serbia). This is subject to the signature of the Association Agreements between the European Union and those countries;
      • Andorra, Monaco, San Marino, Vatican City State, Faroe Islands, Switzerland, Belarus and the UK can not participate.
  • How much funding is available and under what conditions? 
    • The maximum EU grant per project is as follows: 4 million euros (4 years project) – only one proposal per industrial ecosystem can be selected for funding. Alliances have to choose for their proposal the single industrial ecosystem which their project will address. Check page 262-263 of this document for the full list of ecosystems
    • At equal quality, a proposal covering an ecosystem that is not at all covered by an ongoing Blueprint Alliance will be assessed as more relevant than a proposal covering a part of an ecosystem where a Blueprint is already ongoing. The grant parameters (maximum grant amount, funding rate, total eligible costs, etc.) will be fixed in the specific Grant Agreement.
  • For more information, please visit: https://ec.europa.eu/info/funding-tenders/opportunities/portal/screen/opportunities/topic-details/erasmus-edu-2022-pi-all-inno-blueprint