Digital literacy & citizenship through gaming
For primary and secondary schools. Media literacy, computational thinking and digital citizenship, mapped to the Dutch national curriculum goals (SLO).
We use gaming, esports and gamification to reach young people. Well-planned programmes with a clear start and finish, for business, education and government.
GLHF offers five ready-made services built on gaming, esports and gamification: lesson packs on digital literacy and citizenship for schools, an esports talent and career programme of 8 to 12 weeks, municipal gaming hubs with youth participation, serious games that shift behaviour and awareness, and employer branding with team building through esports for companies. Each service has a fixed structure with a timeline, deliverables and evaluation. The approach comes from practice: founder Geoffrey van der Vet helped launch Virtuocity in Doha, the first dedicated gaming hub in the Middle East, with room for 250 gamers. The market is ready for it. The Dutch games industry earned €763 million in revenue in 2023, after average growth of 10.5% a year since 2021 (Games Monitor 2024), and 47 percent of Dutch people game with friends or family (Mulier Institute, 2024).
The same strengths of gaming, translated into the language and goals of your sector.
Get noticed by Gen Z, recruit young talent and build stronger teams through esports and gamification.
Digital literacy, citizenship and an esports talent programme, ready for the classroom.
Gaming hubs, digital resilience and serious games that meet young people in their own world.
Clear modules with a timeline, learning goals and evaluation. You know up front what you get.
For primary and secondary schools. Media literacy, computational thinking and digital citizenship, mapped to the Dutch national curriculum goals (SLO).
For secondary and vocational education. 8 to 12 weeks with roles beyond the player: coach, analyst, shoutcaster and event manager.
A place young people walk into, stay at and help run. That is where you reach the ones other channels miss.
Shift behaviour and raise awareness with a serious game. From digital resilience to internal change.
Get noticed by young talent and strengthen how your team performs under pressure. It rings true because it comes from the culture itself.
We also build bespoke work. Tell us what you want to achieve and we will think it through with you.
Talk it throughWe link the work to your policy language and goals: digital literacy, citizenship, participation or employer branding.
A fixed module with a clear timeline, learning goals and programme. One complete package, ready to use.
We run it with your team, in your setting. We speak the language of gamers and of your organisation.
Results you can show and hand over to your own people, with balance and healthy gaming as the starting point.
GLHF founder Geoffrey van der Vet helped launch Virtuocity in Doha, the first dedicated gaming hub in the Middle East: a venue for 250 gamers and international events. We now bring that same expertise to organisations in the Netherlands.
Read the full storySources: Dutch Games Association (Games Monitor 2024) · Newzoo 2024 · Mulier Institute · Marketing Beat / Dentsu 2024 · NOC*NSF
Tell us where your organisation stands. We will sketch an approach and help you think about funding.
Request a proposal