This document discusses including games in education across Europe to promote inclusion. It describes networking organizations like European Schoolnet and SENnet that research how games can provide engaging, individualized learning. Research shows games can foster problem-solving, bridge in-school and out-of-school learning, and allow embedded assessment. Examples from Italy describe an accessible video game for blind and dyslexic students. The document outlines creating educational games and tools to author them. It discusses effective uses of games but also barriers that prevent their wider adoption, like relevance of content and teacher resources.