There will be a continuous up-take of participants. Tenderers are free to plan module based in-take, and must describe how this is intended to be solved in their tender. The in-take rate must not be longer than every 2nd month.
The estimated need is up to 15 participants at any one time. Payment will be made for 10 permanent places at any one time, a price per participant will be paid from the 11th participant.
Digital skills and creative technology are wide terms, and can be understood as digital skills within software development and programming, knowledge of how software operates together, and capacities within communication and design. Put together, this is competence that can be acquired through gaming and other digital hobbies that young people spend their free time on.
There are more and more employers that are primarily looking for candidates that have such digital competence, and employers say that interest in digital technology means that internal training in the company is done faster. Technological innovations mean that the labour market across branches needs employees with digital skills. This concerns, amongst other things, within IT security, design, within industry, welfare technology, etc.
Young people have also developed skills through gaming, for example, by maintaining focus over time, cooperation and communication, capacities within problem solving, creativity, independence, efficiency, and management. The labour market is, to a greater degree than previously, recruiting labour based on motivation and interest. A hobby within gaming can therefore be seen as a potential springboard to develop skills in line with the labour market's needs.