Sectoral digital skills academies: Virtual Worlds Skills Academy
DIGITAL Lump Sum Grants
Basic Information
- Identifier
- DIGITAL-2025-SKILLS-08-VIRTUAL-WORLDS-ACADEMY-STEP
- Programme
- Advanced Digital Skills
- Programme Period
- 2021 - 2027
- Status
- Closed (31094503)
- Opening Date
- April 15, 2025
- Deadline
- October 2, 2025
- Deadline Model
- single-stage
- Budget
- €10,000,000
- Min Grant Amount
- –
- Max Grant Amount
- –
- Expected Number of Grants
- 1
- Keywords
- DIGITAL-2025-SKILLS-08-VIRTUAL-WORLDS-ACADEMY-STEPDIGITAL-2025-SKILLS-08Advanced computingArtificial intelligence, intelligent systems, multi agent systemsBig dataCloud, Edge and VirtualisationCommunicationComputer and information sciencesComputer sciences - Operating systems (software development only)Continuing professional trainingCurricular education activities with enterprisesData Security and PrivacyData engineeringData mining and searching techniquesData protectionDigital Services and PlatformsEducationEducation and TrainingEducation-enterprises partnershipsEmerging industriesEnhancing personal skillsEurope's innovation potentialHigh performance computingHigh-performance computing (HPC)Higher educationHuman computer interactionIT skills and competenceIdentification of skills needsInclusive EducationInnovationKnowledge transferKnowledge triangle between educationLearning outcomesMaster's or equivalentMetadataModelling and knowledge engineeringNew employement profiles and identification of skillsNew skills and competences for teachersPersonal developmentQuality of education/educational productsSensors & Vision Processing SystemsSimulation engineering and modellingSme Business DevelopmentSocial MediaTeaching materialsTransfer of educational results/products to new sectorsVirtual RealityVocational training
Description
Deliverables
- Comprehensive academic curricula designed across different levels and for different target groups, implemented at European level (curricula encompass complete academic programmes or consist of smaller modules to be injected into larger programmes).
- Modular short-term training curricula for sector specialists designed and piloted trough relevant training courses at regional or local levels, including targeted training for SMEs and public sector.
- Partnerships and collaboration frameworks established between academia, industry (including SMEs) and research institutions to facilitate and promote the large-scale European-wide roll-out of the academic programmes and short-term trainings. Facilitated joint (practical) educational initiatives and events with industry and research institutions, such as on-the-job experiences in companies’ premises, and laboratories, mentorship schemes, internship programmes, summer schools, bootcamps, visits to facilities, career days.
- Support, integration, and visibility schemes implemented, with particular attention aimed at the participation of female students and female professionals in education and training activities, as well as talented young people from disadvantaged backgrounds and people with disabilities.
- Training initiatives addressing teaching staff, such as “Teach-the-teacher” training modules targeted at university, VET and secondary-education teachers.
- Different communication and awareness-raising activities carried out, e.g. through social media, including career orientation activities or “technology deep dive sessions” targeted at secondary education students and the general public.
- A dedicated landing page integrated in the Digital Skills and Jobs Platform, where all activities, events and initiatives of the academy are disseminated.
- Reports on the impact of the academies’ activities, based on a KPI assessment scheme, and recommendations for policy and investments.
- Additional deliverables specific to individual academies’ activities.
Virtual worlds blend physical and digital worlds in real-time for a variety of purposes such as designing new prototypes, virtualising entire cities or for different types of simulations. Virtual worlds are a fast-evolving technology, gaining ground in more and more areas of our lives. The recently adopted “EU initiative on Web 4.0 and virtual worlds: a head start in the next technological transition”1 presents all the various opportunities virtual worlds can bring to many industrial and societal sectors and citizens in their daily lives.
The Virtual Worlds Skills Academy will reinforce the talent pool needed to achieve the aspirations of the EU to pioneer the development of the various building blocks of virtual worlds, such as extended reality, 3D graphics, content creation, computer vision, AI, interactive media, modelling and industrial applications (digital twins), digital identity, data privacy and big data.
Scope:Virtual worlds require a highly interdisciplinary approach, bringing together various technologies and disciplines. In order to generate high-level expertise, one focus of the academy will be to cover education and trainings that encompass all necessary technological blocks of virtual worlds (such as extended reality, blockchain, AI, data, edge computing, high-performance computing, 3D graphics, interactive media, content creation, computer vision, modelling and industrial applications (digital twins), digital identity, data privacy and big data) as well as creative designs and/or other related disciplines (law, ethics, design, etc.). In addition, the academy will offer training for sector specialists (e.g. in the automotive industry, healthcare, education, cultural and creative sectors and industries) to equip them with the necessary knowledge to deploy virtual worlds in their sectors and realise its benefits. Furthermore, the Virtual Worlds Academy will also develop training for the basic understanding of virtual worlds technologies to empower citizens and raise awareness of the opportunities and risks of virtual worlds in daily life.
Eligibility & Conditions
Conditions
1. Admissibility Conditions: Proposal page limit and layout
described in section 5 of the call document.
Proposal page limits and layout: described in Part B of the Application Form available in the Submission System.
2. Eligible Countries
described in section 6 of the call document.
3. Other Eligible Conditions
described in section 6 of the call document.
4. Financial and operational capacity and exclusion
described in section 7 of the call document.
5a. Evaluation and award: Submission and evaluation processes
described section 8 of the call document and the Online Manual.
5b. Evaluation and award: Award criteria, scoring and thresholds
described in section 9 of the call document.
5c. Evaluation and award: Indicative timeline for evaluation and grant agreement
described in section 4 of the call document.
6. Legal and financial set-up of the grants
described in section 10 of the call document.
Call document and annexes:
Application form templates
Standard application form (DEP) — the application form specific to this call is available in the Submission System
Detailed budget table (DEP LSII)
Model Grant Agreements (MGA)
Additional documents:
Support & Resources
For help related to this call, please contact via this FORM.
Funding & Tenders Portal FAQ – Submission of proposals.
IT Helpdesk – Contact the IT helpdesk for questions such as forgotten passwords, access rights and roles, technical aspects of submission of proposals, etc.
Online Manual – Step-by-step online guide through the Portal processes from proposal preparation and evaluation to reporting on your ongoing project. Valid for all 2021-2027 programmes.
Latest Updates
Call DIGITAL-2025-SKILLS-08 has closed on 02.10.2025.
31 proposals have been submitted.
The breakdown per topic is:
- DIGITAL-2025-SKILLS-08-GENAI-ACADEMY-STEP: 18
- DIGITAL-2025-SKILLS-08-VIRTUAL-WORLDS-ACADEMY-STEP: 8
- DIGITAL-2025-SKILLS-08-QUANTUM-ACADEMY-STEP: 5
Evaluation results are expected to be communicated in January 2026.
The submission deadline has been postponed to 02 October 2025