
Based on the assumption that, on the one hand, digital games and digital game culture are highly significant for participation processes of young people, and on the other hand, young people with disabilities in particular do not (or cannot) participate in digital games and digital gaming to the same extent as their peers without disabilities, the project InGame is dealing with the corresponding potentials and obstacles of digital games within the framework of a qualitative study. The aim of the project is to develop pedagogical-practical game settings as well as a guideline for the pedagogical use of digital games in child and youth welfare. The article first explains the project‘s underlying understandings of inclusion and disability. Based on this, the socially integrative as well as the peer- and youth-culturally relevant potentials of digital games are elaborated and explained with reference to games and youth media research. These provide the background for the development of the theoretical-conceptual considerations of the project for researching the potentials of action-oriented media education in the field of digital games. The article concludes with an outline of the limitations of the project.