DIGITAL-2025-SKILLS-08-VIRTUAL-WORLDS-ACADEMY-STEP — Sectoral digital skills academies: Virtual Worlds Skills Academy Created byCaterina Bortolaso|Updated15 September 2025The European Commission has launched the DIGITAL-2025-SKILLS-08-VIRTUAL-WORLDS-ACADEMY-STEP call under the Digital Europe Programme. This initiative aims to establish a Virtual Worlds Skills Academy to address the growing demand for expertise in virtual and immersive technologies across Europe.ObjectivesThe EU’s Virtual Worlds Skills Academy will pursue the following objectives:Building on the existing actions and initiatives in Virtual Worlds in close cooperation with industry and identifying meaningful current academic and training offers,Planning and designing the Competence and qualification framework (CQF) for education and training in virtual worlds, including qualification standards,Based on the CQF, developing, managing and maintaining a catalogue of education and training curricula and programmes for the virtual worlds sector,Creating an ecosystem of EU stakeholders involved in teaching disciplines related to virtual worlds technologies to increase the capacity of nurturing, attracting and retaining talent.ScopeThe activities of the Virtual Worlds Skills Academy will be centred around three pillars of action.Pillar 1: Knowledge, education, and trainingThe following sets of disciplines, correspond to key building blocks of virtual worlds:innovative technologies (e.g. extended reality (XR), blockchain, AI, data, edge computing, high-performance computing, 3D graphics, interactive media, computer vision, modelling and industrial applications (digital twins), digital identity, and big data),creative subjects (e.g. audiovisual production, performing arts, animation, architecture, creative writing and storytelling, fashion, game design), andsocial sciences and humanities (e.g. law, ethics, geography, anthropology). Integrating this interdisciplinarity approach, the Academy will plan and design a Competence and qualification framework (CQF) for education and training in virtual worlds. The Academy will target:Higher education students and young graduates wishing to specialise in the design and development of virtual worldsAcademic staff teaching disciplines related to virtual worlds technologiesUpper secondary and/or vocational education (VET) studentsUpper secondary and/or VET teaching staffProfessionals in different sectors (e.g. health, agriculture, automotive, publicCitizensThe Academy will commit as the first adopter and provider of the designed programmes and activities for each target group. The consortium will deliver a minimum of one higher education programme leading to a degree (starting two programme cycles) and is encouraged to provide at least one vocational programme. Pillar 2: Building the ecosystemThe Academy will create synergies with EU-wide ongoing initiatives or schemes (e.g. Erasmus+) and maintain constant collaboration with the EU advanced digital skills umbrella action ELEVATE. The academy will also build synergies and complementarities with other EU funding programmes and existing education and training initiatives such as the EIT Campus, the EIT Community AI and EIT Deep Tech Talent Initiative (DTTI), the Erasmus+ European Universities Alliances, Alliances for Innovation and Centres of Vocational Excellence.Building upon and expanding this network, the Virtual Worlds Academy will foster an ecosystem of EU stakeholders around virtual worlds skills, which will include,at least:higher education institutions,upper secondary schools, VET institutions,research organisations, innovation centres,industry partners,public institutions at EU and Member State or regional level (e.g. ministries,agencies),NGOs, associations, (e.g. for consumers),Education service providers.Pillar 3: Measuring progressThe proposals will include a methodology to monitor the evolution of the labour market, and the progress in closing skills gap in the virtual worlds sector. The indicators and benchmarks will be in line with the EU measurement frameworks.Consortium Composition The Consortium must be composed of a minimum of 6 (beneficiaries; not affiliated entities) from a minimum of 4 different eligible countries. It is highly recommended to include in the consortium 3 higher education institutions from 3 different eligible countries, a minimum of 2 industry partners with headquarters in 2 different eligible countries and at least 1 research organisations/excellence centres. The consortium is also encouraged to involve small and medium enterprises (SMEs), and start-ups. Funding and DurationBudget: €10 million of European Commission fundingFunding rate: 50%Project duration: 4 yearsTimetableOpening date15 April 2025Submission deadline2 October 2025 (17:00 CET)EvaluationOctober-November 2025 Information on evaluation resultsNovember 2025 GA signatureFebruary 2026 Opportunity DetailsWebsite linkDIGITAL-2025-SKILLS-08-VIRTUAL-WORLDS-ACADEMY-STEP — Sectoral digital skills academies: Virtual Worlds Skills AcademyTarget audienceDigital skills for the labour force.Digital skills in education.Digital technology / specialisationVirtual RealityDigital skill levelIntermediateAdvancedGeographic scope - CountryAustriaBelgiumBulgariaCyprusRomaniaSloveniaCroatiaCzech republicDenmarkEstoniaFinlandFranceGermanyGreeceHungaryItalyIrelandMaltaLatviaLithuaniaLuxembourgNetherlandsPortugalPolandSwedenSpainSlovakiaShow moreShow lessIndustry - field of education and trainingGeneric programmes and qualifications not further definedInter-disciplinary programmes and qualifications involving educationInformation and Communication Technologies (ICTs) not further definedGeographical sphereInternational initiativeForm of fundingGrant Share this page Log in to comment
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