A gamified, transdiagnostic & systemic Erasmus+ youth project transforming youth behavioral addictions into productive digital skills.
The project aims to address the rising challenge of behavioral addictions (excessive gaming, screen time, and related impulsive behaviors) among youth through an innovative, transdiagnostic and systemic approach.
Instead of isolating symptoms, our methodology integrates third-generation holistic approaches (such as Mindfulness and Acceptance-based frameworks) into youth work. Recognizing that a young person's behavior is heavily influenced by their immediate environment, the project directly involves parents, legal guardians, and institutional care workers to build a supportive micro-ecosystem.
To ensure long-term impact and engagement for Gen-Z and Alpha, the project will co-design and implement a Gamified Digital Educational Ecosystem (PWA/Mobile App) that translates psychological resilience tools into interactive, youth-friendly peer activities.
IMPORTANT: Active Engagement & Co-Development Policy:
We are NOT looking for passive partners who only join for mobility or dissemination. As a public institution, we enforce a strict co-creation policy. Selected partners will be required to:
Actively contribute to the co-writing and detailing of specific Work Packages before the submission deadline.
Assume full co-ownership and leadership of designated tasks (such as researching, content creation, or technical framing).
Participate in mandatory monthly or when it is needed online working sessions during both the preparation and implementation phases.
Partner Profiles Needed:
We are building a highly operational consortium and are strictly looking for 3-4 reliable partners with PIC/OID numbers matching the following profiles:
The Academic Partner (1 University): Department of Psychology, Social Work, or Behavioral Sciences. Role: Active leadership in methodological validation, text production, and impact assessment frameworks.
The Innovation/Tech Partner (1-2 NGO or SME): Experienced in digital youth work, educational gamification, or user interface (UI/UX) design. Role: Technical execution and translation of clinical tools into gamified interfaces.
The Field-Test Partners (1-2 NGOs or Municipalities): Direct, daily access to youth and institutional care networks. Role: Coordinating local pilot implementations, organizing training, and mobilizing parents/caregivers.
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Short URL to this project:
http://otlas-project.salto-youth.net/20053