The innovative factors of the project and its outputs can be defined on the following levels:
The Play Your Skills project has developed a proposal that is fun and includes attractive elements like competition, speed, social rewards and does not seem at all like learning, so it is motivating and tailored to the needs of young NEETs.
The mobile gaming app in the Play Your Skills project offers the appropriate technology to benefit and engage young NEETs. The app is not gamification but actual gaming.
c) Introduction of tracking possibilities:
While offering a pure gaming app in the front end, the Play Your Skills app will use all available technological possibilities of tracking in the back. The app will collect information about reactions, spatial orientation, literacy and numeracy skills of users under the aim to develop a competence portfolio of the users.
d) Sector independence:
With the Play Your Skills project and the gaming app, a way to engage
NEETs can be offered and slowly grow their engagement in learning, self- development, raise the personal self-esteem and motivation. This will happen completely independently from any specific VET sector or topic. The main aim of the project and the app is to reach NEETs and develop ties in the best possible way. For this reason, the app can be used by every VET organisation, counselling or guidance organisation, even labour market institution or youth organisation, independently from sectors or training focus.
e) European dimension, transferability and exploitability:
The Play Your Skills project deals with a subject and topic and offers a solution which is similarly innovative and needed in all European countries (and beyond). This overarching geographical innovation makes the transfer, exploitation and sustainable use of the intellectual outputs very easy and raises the impact of the whole project considerably. With the Play Your Skills project there is the advantage that the problem with involvement and engagement of NEETs is similar and overall urgent in all European countries and the habits of using mobile technology and mobile gaming (including access to hardware and broadband, etc.) is also similar in the European countries.
Overall, the most innovative potential of the PLAY YOUR SKILLS project is the paradigm shift from a quite well and at least widely used gamification of VET content to a "VETification" of mobile gaming, which may be proved an efficient way to reach out to and motivate young NEETs.