Technology is developed with a rapid movement in the present day "game concept" has also changed the phenomenon. In addition to providing socialization, real-life games, which are an effective tool in learning, are replaced by virtual games that we call digital games. It is stated that digital games are played by 2.1 billion people on a world scale and today the world size of the digital game market exceeds 110 billion dollars. However, it is undeniable that these games are used for different purposes as well as having fun and time. Digital games; There are some areas where the consumption habits are re-determined, communication takes a different dimension and some value transfers such as sociological, cultural, religious and gender have been made. This strategy has become one of the classic tactics for those who want to rebuild society (Açıkgöz and Yalman, 2018). Especially in the digital games that young people between the ages of 12 and 18 years old, cultural, gender, ideological and religious discrimination are very high. The easiest way to reach young people is to provide them with the information, understanding and basic competencies they need by using a digital tool that is very close to their daily habits and interests. The focus of our project is also here: to use digital games as a tool to develop the basic competences of young people and to mobilize their critical thinking about all forms of discrimination. We can therefore provide them with more space and opportunities to develop intercultural dialogue and social cohesion and to combat discrimination. It can also improve young people's ability to critically evaluate information, ensuring better access to reliable information. Thus, we can enable young people to be able to recognize misleading information as well as to equip them with digital literacy skills as well as enabling them to become critical information producers. In addition to supporting the development of creativity among young people in order to use their energy more efficiently, new technologies should be used to increase access to creative tools and to strengthen their creativity and innovation. Any measures to facilitate and support their capabilities and entrepreneurship will increase the long-term synergies of young people in the future. The EU 2020 targets include the promotion of creativity and innovation, including entrepreneurship, seen as the main drivers of sustainable economic development. In particular, assistance should be made to develop digitally competent individuals, entrepreneurship and cultural awareness. Furthermore, the adoption of the digital age among the priorities of 2016-2020 is seen as important in equality, discrimination and promotion of civilian competencies. On the other hand, European Youth Policy and European Union Youth Strategy 2019-2027 is one of the targets; "Contributing to the eradication of youth poverty and the elimination of all forms of discrimination and the promotion of social inclusion of young people." has. The specific objective of the project is to improve the digital literacy of young people by using young people to use and develop their key competences which are important in lifelong learning and to contribute to the reduction of inter-communal discrimination; The development of 21st century basic skills of young people between the ages of 13 and 18 is to increase their active citizenship and contribute to the reduction of discrimination. With the realization of our goal, it will be easier to prevent the discrimination that may occur due to digital games in the world dimension and to develop the entrepreneurship, creativity and basic skills of young people. The objectives of the project are: 1- Developing problem solving, creativity, digital and other 21st century skills of young people between the ages of 13-18 2- To stimulate the critical views of young people against the discrimination seen in digital games, 3-Digital skills and creativity of the target audience by young people, 6 digital games for the correct introduction of culture 4- To develop long-term synergy between partners to promote creativity and innovation 5- Increasing entrepreneurial capacities by contributing to the development of entrepreneurship skills of young people