Gamechangers aims to attract young women to the ever-growing, international gaming industry, where new ideas and ways of thinking are needed to support success and development. In 2015, the value of gaming sales worldwide was estimated at around $92 billion and global gaming sales are estimated to exceed the 100 billion dollar limit in 2017. Last year, the games are a $95 billion market. The sector’s turnover in Finland last year was EUR 2.4 billion and grew by 33 per cent in total. Around 300 companies are active in the sector in Finland, employing around 3000 people. The main reason for this is that 95 % of turnover is exported. Finland is among the top three countries in Europe in terms of turnover. Moreover, despite the fact that during the current decade the economic downturn has shaken many other sectors of the economy and industry, growth in the gaming industry has been stable. It is difficult to see signs of stagnation for the growth of the gaming industry in Finland, and there are still opportunities for growth not only in games, but also in various support services related to the industry. Entrepreneurship in the sector is a good alternative to a growth career, as long as the idea and skills are in place.Still, it is imagined that gaming is an entertainment industry for boys and young men, but the latest studies show that women aged 30-40 are the largest user group in the industry. However, at a time when women have taken a stronger foothold as users of games, women account for only one-fifth of employees in the sector. When half of the players are already women, there is also a practical challenge of under-representation in the authors. Companies in the sector have been calling for women to be recruited for a long time, as there is a need for a workforce, new skills and, above all, fresh ideas arising from new perspectives. However, women’s access to education in the sector or to the use of skills already available in the sector is slow, as the gaming industry is considered to be masculine in culture and there are few women’s role models. In addition, there are phenomena of gender equality that have emerged in the public domain, such as sexual harassment, the oversexual imagery of games and the disrespect of women.The Gamechangers project helps women to become professionals and entrepreneurs in the gaming industry in three ways:1) Screenshot days: thematic events in secondary schools highlighting learning opportunities in the field of gaming, women active in the field and career options through operational means.2) Beta coaching: a coaching programme for women with training and experience in the field, which explores the diverse skills needs of the gaming industry, entrepreneurship and internationality, as well as sparring the creation of new ideas, teamwork and networking. The aim is to produce game ideas and demos to be processed, led by experts.3) Point-and-Click fair: Virtual game fair online, where participants in the coaching program present the created concepts in a virtual way to international game developer communities, while increasing their international competence and professional networks. The central insight is that not all the skills needed in the gaming industry need to be managed by themselves. It is important to understand what skills and knowledge are needed in the gaming industry and what kind of team of talents can be gathered around so that a good game idea ends up as a product and entrepreneurship in the industry. At the same time, a gender-sensitive perspective on game development will be diversified and introduced. In addition to the measures, the project will maintain a social debate on the dismantling of segregation in the gaming industry, the joint entrepreneurship of women and men in the gaming sector, and other key themes for the realisation of equality.