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AI Is Changing Digital Exclusion. Our Approach to Digital Inclusion Must Change With It.

Digital Inclusion · Artificial Intelligence · Get Online Week · Accessibility

Sector Insight · Our Take

AI Is Changing Digital Exclusion. Our Approach to Digital Inclusion Must Change With It.

Why AI literacy, accessible technology and community-based support must become part of the digital inclusion agenda.

Artificial intelligence is changing how people search for information, communicate, learn, create and participate in society. But as these tools become more commonplace, a critical question remains: what happens to the people who do not yet have the access, skills, confidence or support to use them?

For IFB Gaming, this is not simply a question about adopting a new technology. It is a question about how we design digital inclusion so that people can move beyond access towards capability, confidence and meaningful participation.

And during Get Online Week, we saw a small but encouraging example of what that participation can look like in practice.

A resident used AI to create a banner around our event theme and invited other residents to attend Get Online Week for help.

That is more than using a tool to generate content. It is an example of a resident applying digital capability to communicate, contribute and encourage others to participate.

The digital divide is changing

Digital exclusion is often discussed as though it primarily concerns people who are offline. The evidence presents a more complex picture.

Good Things Foundation’s October 2026 research found that 62% of UK adults face at least one challenge using digital technology in everyday life. Three-quarters of this group are working-age adults, and almost half live in households earning less than £30,000 a year.

The research also found that only half of UK adults feel confident doing most things they need to do online, while 40% worry about being left behind as more services move online. That figure has risen from 34% in 2025.

Meanwhile, Good Things Foundation’s Digital Nation 2026 findings report that 72% of adults lack confidence using AI in daily life.

These findings point to a challenge that cannot be resolved by connectivity alone. People may own a smartphone, access the internet and use digital services while still lacking the confidence or capability to navigate emerging technologies independently and safely.

As AI becomes embedded in everyday tools and services, digital inclusion must evolve accordingly.

What happened at Get Online Week?

During our Get Online Week activity, a resident created an AI-generated banner using the event’s theme and then invited other residents to attend and receive help.

We see value in this example because it brings several dimensions of digital inclusion together.

  • Digital capability: the resident applied an AI tool to produce something with a practical purpose.
  • Communication: the banner helped convey an invitation to other members of the community.
  • Participation: the resident was contributing to the event, rather than simply attending to receive support.
  • Community connection: technology became a means of encouraging other people to seek help.

We should not overstate what one example proves. It does, however, illustrate a useful possibility: with appropriate support, people can use AI not only to complete tasks, but also to contribute to the communities around them.

It also raises a question for digital inclusion practitioners. How might our services create more opportunities for residents to move from being recipients of support to active contributors, creators and peer connectors?

AI literacy must be part of digital inclusion

AI literacy is not simply knowing which tools to use or how to write a prompt. It includes understanding what AI can and cannot do, evaluating its outputs, protecting personal information, recognising potential misinformation and knowing when human judgement or support is needed.

People should have opportunities to explore AI through relevant, practical activities, at a pace that works for them. They should also be able to question the technology, make informed choices and decide when not to use it.

Good Things Foundation’s AI Literacy Gateway is one existing resource that community organisations can use to support learning about AI. Its interactive learning materials address AI fundamentals, safety, privacy and the evaluation of AI-generated content.

For organisations delivering frontline support, resources such as these can complement practical guidance, accessible learning activities and trusted human support.

Where IFB Gaming fits

At IFB Gaming, our work brings together digital inclusion, learning, accessibility and the role of play in supporting participation. We are interested not only in whether people can access technology, but in whether they can use it meaningfully within their own lives and communities.

From Devices to Impact

Our From Devices to Impact Digital Inclusion Toolkit reflects the principle that devices and connectivity are important foundations, but do not in themselves guarantee inclusion.

Skills, confidence, accessibility, safety and the ability to participate all matter. As AI changes the digital landscape, these foundations need to include opportunities to understand and use emerging technologies critically and responsibly.

Stage Index: connecting people with support

Our Stage Index is designed to help identify needs and relevant support pathways, connecting people with appropriate frontline organisations and services.

This matters because learning about AI does not remove every barrier a person may face. Someone may need connectivity, an accessible device, help with a digital task or support from a trusted organisation. Digital inclusion works best when learning and practical pathways are connected.

Gaming, interaction and accessible engagement

Gaming also offers useful ways to think about how people engage with learning. Game mechanics, game dynamics and digital engagement models can help structure activities around exploration, feedback, achievable steps, practice and progression.

Used thoughtfully, these approaches can provide alternative entry points into digital learning. An interactive activity may give someone a more approachable way to experiment, ask questions or practise a new skill before applying it to an everyday task.

For AI literacy, this might include comparing different AI-generated responses, exploring how a prompt changes an output, or learning to check information before sharing it. The emphasis should be on understanding and informed judgement, rather than simply completing a game or earning a reward.

Accessibility must remain central. Activities should allow people to engage at their own pace, with clear instructions, appropriate sensory demands, alternative ways to participate and human assistance when needed. Gamification is not a substitute for accessible design, and it will not be the right approach for everyone.

From access to capability to participation

The resident who created the AI banner offers a practical illustration of the progression we want digital inclusion to support:

01 · ACCESS

Having an opportunity to engage with a digital tool.

02 · CAPABILITY

Applying the tool to create a banner for a real community purpose.

03 · PARTICIPATION

Using the banner to invite others to seek support and take part.

This is not a universal pathway, nor does every person need to create content to be digitally included. It is a useful way to frame the opportunity: digital inclusion should enable people to do what matters to them, whether that means accessing a service, communicating with family, learning something new or contributing to their community.

What policymakers, funders and service providers should consider

If AI is changing how people access information and participate in society, digital inclusion strategies need to respond. We believe four priorities deserve attention.

  1. Protect the foundations. Affordable connectivity, suitable devices, accessible services and basic digital skills remain essential.
  2. Invest in community-based AI literacy. People need trusted, practical opportunities to understand AI and build confidence, including opportunities to question and evaluate its outputs.
  3. Design for different ways of learning. Interactive and gaming-informed approaches can complement established teaching and support, provided accessibility and personal choice guide their use.
  4. Measure meaningful participation. Alongside access and adoption, evaluate whether people can complete relevant tasks, make informed decisions, act independently where appropriate and contribute in ways that matter to them.

These priorities align with Good Things Foundation’s call for more affordable connectivity and sustained investment in community-based digital and AI skills support. They also reinforce the need for collaboration between public services, community organisations, researchers and technology providers.

The opportunity is bigger than using AI

The question is not whether everyone should use AI for every task. It is whether everyone has a fair opportunity to understand the technology, make informed choices about it and participate in a society that is increasingly shaped by it.

The resident-created banner at Get Online Week was a small but meaningful example of how AI can be applied to a community purpose. It showed how a person can use a digital tool to communicate an invitation and encourage others to access support.

For IFB Gaming, this reinforces the importance of connecting access with capability, and capability with participation. It is also why we explore the relationship between digital inclusion, accessible learning and gaming-informed engagement.

AI should not become another dividing line between those who can participate and those who cannot. With accessible learning, practical support and inclusive systems, it can become one more way for people to learn, create and contribute.

Continue the conversation

IFB Gaming works at the intersection of play, lifelong learning and social exclusion, exploring how digital inclusion can move beyond access towards meaningful participation.

Explore From Devices to Impact →
Explore the Stage Index →
Explore Good Things Foundation’s AI Literacy Gateway →

Further reading

IFB Gaming is a London-based research and learning organisation working at the intersection of play, lifelong learning and social exclusion.

Get Online Week 2026: From Getting Online to Being Able to Participate

10 Years of Delivery · Get Online Week 2026

Get Online Week 2026: From Getting Online to Being Able to Participate

A decade of community digital inclusion has changed what we think “getting online” actually means
19–25 October 2026

There is something fitting about IFB Gaming approaching another Get Online Week by looking backwards before looking forwards.

For more than a decade, digital inclusion has been part of our community work. But the meaning of “getting online” has changed considerably during that time.

When someone first sits down with a computer or smartphone, the challenge can appear straightforward. How do I turn it on? How do I connect? How do I send an email? How do I search for something? How do I stay safe?

But increasingly, those are only the beginning.

Today, people are expected to use digital systems to access healthcare, communicate with public services, apply for work, manage finances, learn, shop, access information and participate in community life. And now, increasingly, they are expected to understand systems incorporating artificial intelligence.

So the question facing digital inclusion is changing.

It is no longer simply: can someone get online?
It is: can they participate meaningfully and confidently in the digital systems around them?

That is the question we are taking into Get Online Week 2026.

What Get Online Week means to IFB Gaming

Get Online Week is the annual digital inclusion campaign led by Good Things Foundation. It has taken place every year since 2007, bringing organisations and communities together to raise awareness of digital exclusion and support people to develop the skills and confidence they need to participate in an increasingly digital society.

For IFB Gaming, however, Get Online Week has never been simply a calendar event. It has been a practical testing ground, a place where ideas about digital inclusion meet real people, real services and real barriers.

Our wider digital inclusion work dates back to 2015. Our public archive records our first documented Get Online Week activity at Brandon Estate in Southwark in 2018. By 2023, IFB Gaming described that year’s activity as our sixth Get Online Week campaign.

That history matters because our understanding of digital inclusion has changed through practice. We have not simply been observing digital exclusion. We have been learning from what happens when people encounter it.

The first lesson: access is necessary, but it is not enough

Our early work reinforced something that is easy to miss when digital inclusion is discussed through statistics.

People do not experience “digital exclusion” as a single problem. One person may not have a device. Another may have a device but no affordable data. Another may have connectivity but lack confidence. Another may know how to use a smartphone but struggle with an online public service. Another may have the skills but encounter an accessibility barrier. Another may simply not trust the system.

These are different problems, and they require different responses.

That is one reason why Get Online Week has always mattered at community level. It creates an opportunity to meet people where they are, rather than assuming that everyone starts from the same place.

Brandon Estate: where the work became local

In 2018, IFB Gaming brought Get Online Week activity to Brandon Estate in Southwark.

At the time, our reflection was straightforward: national digital inclusion campaigns were important, but there was a need to make that activity visible and accessible within the local community.

That experience became part of a longer body of work. By 2023, Get Online Week activity across Brandon Estate and Kennington included community focus groups, support with NHS appointment systems, National Databank support, digital-skills activity, business technology workshops for women and digital-skills and needs assessment work with residents.

This is significant because none of those activities can really be described as simply “teaching people computers.” They were about helping people navigate the systems through which everyday life was increasingly being delivered.

One resident described the practical significance of the experience particularly clearly after sending her first email:

“If I need to email the council, I can do that – I don’t need to wait for them.”

That is a small technological achievement. But it is also an increase in agency. And that distinction has stayed with us.

Digital inclusion happens between organisations

One of the biggest lessons from community delivery is that no single organisation can solve digital exclusion on its own.

A person may need a device, connectivity, digital skills, accessibility support, confidence, trusted human assistance, access to a particular service, somewhere to practise, or somewhere to go when something goes wrong.

These resources often sit in different organisations. A community organisation might identify the need. A library might provide a space. A connectivity programme might provide data. A technology provider might supply a device. An accessibility organisation might address a barrier. A council might provide the service. A volunteer might provide the confidence to take the first step.

The individual experiences one journey. The system often sees several separate transactions. That gap matters.

The infrastructure behind inclusion

Interestingly, this is not only something we have learned through community work.

Research commissioned by the UK government into Get Online Week 2023 examined how digital infrastructure translated into digital inclusion and public value. Its findings highlighted the role of libraries, local authorities, charities, community organisations, volunteers and private-sector organisations in turning infrastructure into meaningful digital inclusion activity. The research also identified collaboration between public, private and third-sector organisations as an important part of the process.

That reflects something we have increasingly seen ourselves.

Infrastructure does not create participation by itself.

There has to be something around the infrastructure: people, relationships, knowledge, support, referral pathways, accessible services, places to learn, places to ask questions, places to return to.

This is why our thinking has moved from access towards participation, and increasingly towards the infrastructure that makes participation possible.

From Get Online Week to From Devices to Impact

That evolution has shaped our current work.

In 2026, IFB Gaming launched From Devices to Impact, our interactive digital inclusion toolkit. The premise is deliberately simple: what happens after the device?

A device can remove a barrier. But it does not automatically create participation. What happens afterwards is what matters.

Can the person communicate? Can they learn? Can they work? Can they access healthcare? Can they navigate public services? Can they stay safe? Can they build confidence? Can they participate independently?

The toolkit was developed to help individuals and organisations think beyond the distribution of technology towards the conditions required for meaningful digital participation. It includes the Stage Index, designed to help users understand where they are in their digital inclusion journey and what they may need to do next.

This is a natural progression from the questions we encountered through community delivery.

From measurement to action

The Stage Index has emerged from another question: what happens when we identify the problem?

Digital inclusion measurement is important. But measurement is not an outcome. Knowing that someone has a barrier is useful only if the system can respond appropriately.

Is the next step training? A device? Connectivity? Accessibility support? A referral? Human assistance? A different service design? Or something else entirely?

This is why we are increasingly interested in the relationship between assessment, action and outcomes. The objective is not to create another layer of measurement. It is to make information more useful.

Why this matters even more in 2026

The digital environment has changed considerably since our early Get Online Week work. We are now moving into an environment shaped by automation and artificial intelligence.

That creates enormous opportunities. It also creates another layer of complexity.

Someone can be technically online and still struggle to understand an AI-enabled service. They may not know when an automated system is making a decision. They may not know what information they should or should not provide. They may not know how to check an AI-generated answer. They may not understand how a service has changed because AI has been introduced.

And people who were already experiencing barriers to digital participation may encounter new ones.

This is why we believe AI literacy should not be separated from digital inclusion. The answer is not to expect everyone to become an AI specialist. It is to make sure people can understand, question and participate in the systems increasingly shaping their lives.

Get Online Week 2026

This year’s UK Get Online Week takes place from 19 to 25 October 2026.

Good Things Foundation has described the 2026 campaign as a slightly different approach, with a stronger emphasis on raising awareness of the impact of digital exclusion and encouraging advocacy, including engagement with MPs and councillors. Organisations can still use the campaign resources to support people locally.

We think that shift is important, because digital exclusion is not simply an individual problem. It is also a question about how society designs participation.

If essential services become digital, we need to ask whether people can use them. If work becomes increasingly digital, we need to ask whether people can participate. If healthcare becomes increasingly digital, we need to ask whether people can access it. If AI becomes embedded into everyday systems, we need to ask whether people understand enough to participate safely and confidently.

These are questions for communities. But they are also questions for organisations, service designers, technology providers, funders and policymakers.

What we are doing differently

For Get Online Week 2026, our focus is therefore broader than simply encouraging people to “get online.”

We want to help people understand what digital inclusion actually is and, importantly, understand that they can play a part in it.

That includes the people already doing community work. It includes organisations distributing devices and connectivity. It includes volunteers providing one-to-one support. It includes accessibility specialists. It includes libraries and community spaces. It includes researchers. It includes public services.

And it includes people who may never have thought of themselves as part of the digital inclusion ecosystem.

Including gamers.

At IFB Gaming, our work has always explored what gaming can teach us about learning, participation, confidence and social interaction: the patience involved in helping someone solve a problem, the willingness to try again after failure, the ability to learn through experimentation, the importance of feedback, the motivation created by progress.

These are not exclusively gaming behaviours. They are useful human capabilities. And they can have a place in digital inclusion.

You do not need to be an expert

One of the messages we want to reinforce this Get Online Week is simple: you do not have to be a digital expert to help someone participate.

Sometimes digital inclusion looks like sitting beside someone while they complete a form. Sometimes it means helping someone understand an online appointment system. Sometimes it means finding a suitable device or connectivity pathway. Sometimes it means explaining something without making the person feel embarrassed for asking. Sometimes it means knowing where to refer someone when the problem is outside your expertise. And sometimes it means simply giving someone enough confidence to try.

Digital inclusion is therefore not one organisation. It is an ecosystem.

Ten years of learning, one question for the future

Looking back at the work, the biggest change is not the technology. It is the question we ask.

The earlier question was: how do we help people get online?
Then: how do we help people develop digital skills?
Then: how do we help people participate?
Now we are asking: what systems and infrastructure are required to sustain meaningful participation?

That is a much bigger question. And it cannot be answered by one organisation. It requires collaboration, evidence, community insight, accessible design, good referral pathways, practical support, responsible technology, and a willingness to listen to the people who experience exclusion first-hand.

Get involved with Get Online Week 2026

From 19–25 October 2026, Get Online Week will bring organisations and communities together across the UK to raise awareness of digital exclusion and support greater participation in digital society.

At IFB Gaming, we will be using the week to continue the conversation that began through years of community delivery and has now informed our work on From Devices to Impact, the Stage Index, community support and our wider research into digital participation.

If your organisation is already doing digital inclusion work, we want to hear from you. If you are supporting people who are struggling with digital access, skills, confidence or participation, we want to understand what you are seeing.

And if you have never considered yourself part of digital inclusion, perhaps this is the week to ask: what could I do to help someone participate?

Because getting online was never really the destination. It was the beginning.

The work now is helping people participate in the world that comes after it.

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