Youth Work Virtual: Building Inclusive Youth Spaces in Virtual Reality

Youth Work Virtual is a bold new European project that brings together youth organisations, researchers, and educators to rethink how youth work can meet young people where they are—in the digital world. The project is funded by Erasmus+ and coordinated by the Technological University of the Shannon (Ireland). Partners in this project include Youth Work Ireland, Hogeschool West-Vlaanderen Howest (Belgium), Youth Division, Culture and Leisure Sector, City of Helsinki (Finland) and ERYICA (Luxembourg)

The three-year initiative will use Virtual Reality (VR) to engage young people who are often excluded or underserved by traditional youth work methods. These include young people who are:

  • Neurodivergent
  • Living with physical disabilities
  • Geographically isolated
  • Deeply immersed in digital spaces

The aim is to co-create a virtual reality space that isn’t just a cool tool, but a meaningful, inclusive, and accessible environment where youth work and informal education can thrive.

Stages of the Project

Co-Designing the Future of Virtual Youth Work
The project begins by listening. Young people and youth workers will come together across Europe to explore what they need, want, and imagine from a VR youth space. Their ideas will directly shape how the virtual world is built and used.

Designing and Building the Space
Using the insights gathered, the team will design and build a unique Virtual Reality platform where young people can connect, explore, and grow through youth work—no matter where they are or what barriers they face.

Training Youth Workers
A Master’s programme will be developed and delivered to 15 youth workers, equipping them with the skills and knowledge to work effectively in VR spaces while supporting inclusion, wellbeing, and personal development.

Sharing What Works
Throughout the project, awareness-raising activities will highlight the potential of VR in youth work. The project will also develop a long-term sustainability plan to ensure the VR space continues to grow and serve beyond 2027.

This project isn’t just about using new tech—it’s about equity, access, and connection. By engaging young people in the design and direction of the project, Youth Work Virtual puts inclusion at the heart of digital innovation. It creates opportunities for learning, expression, and belonging—on young people’s own terms.