The feasibility study will investigate and create a basis for developing an implementation project in which games, game technology and game culture is part of the method for facilitating the establishment in working life and increasing participation in education for young women and men who are unemployed, are far from the labour market or are at risk for labour-related problems. The feasibility study will focus on three areas: • Games Interest: What activities will capture people with an interest in games and game culture and through their hobby arouse interest in increasing participation in studies / further studies: Something that later could result in that young people develop their existing hobbies into a career. • Gamification. What activities can get young people interested in gaming technology to reflect on how to use the technology, in contexts other than in games, and furthermore how can their knowledge in the area be developed into finding a suitable place in the labour market. • Validation: to investigate possible validation of skills acquired through computer gaming and game culture The project will be divided into four blocks, where the first three blocks are two months each and the fourth block is three months. Together, the project will be nine months. 1. Analyses; feasibility study carries out analysis in different areas to establish a foundation to build on 2. Draft methods; based on the analysis and the University's expertise in the area there will be drafts presented on different methods in the three focus areas 3. Feedback from the target group; the drafts of different methods are presented and discussed with the target group of young people and with stakeholders and other actors in the field 4. Planning implementation project; the draft methods that received the best feedback will be the basis for the activities in the planned implementation project and the plan will be documented as part of the final report.