Due to the emergence of the internet as a form of mass communication and the widespread use of personal computers and other devices such as smartphones in our age, digitization has become a particularly pervasive influence on culture. Digital technologies are so pervasive all over the world that digital culture work in youth work potentially encompasses all aspects of daily life in youth work, and this youth work is only expanded by the internet or modern communication technologies. For example, digital technologies have led partner organizations and all youth organizations towards more networked, collaborative and participatory forms of culture in youth work. In this context, the project was able to explain the specific features of digital culture, the types of related technical processes, the types of emerging cultural forms and the approaches required by digital culture in partner organizations and among youth workers, with different types of experiences and experiences of partner organizations. Today's society has come under a striking influence with the rapid development of communication and information. That's why in the last few decades we've come to call our society by all sorts of different names; information society, networked society, so we emphasized the importance of information and communication structures in our daily life. The claim that technology affects different aspects of our culture is oversimplified and overstated, but not entirely wrong. We are aware of the changes taking place in today's societies about introducing ICT into our lives in the same way as electricity in the past. We can say that all technologies interfere with the human environment and change it to some extent, thereby changing the conditions of existence of different cultures. The project aimed to provide an understanding of digital culture by looking at it from the perspective of a common resource for the information society and as a new social ecology that conditions the experiences and opportunities of youth workers today, which also brings with it different threats in youth work. Digital Culture will also bring contributions that analyze how the cultural policies of partner countries deal with new virtual structures such as digital culture and cultural spaces, and look at the problems arising from the new relationships between real and virtual spaces. Our primary goals in the project were to achieve a deeper understanding and experience of various European cultures by making the cultural heritage appear more attractive and interactive through its use. These were : To create ties of knowledge, friendship and appreciation for ICT and partner countries and various participants; To gain a better knowledge of various cultures, languages and traditions and to build bridges between European countries and citizens through personal and professional connections; To learn about the ties between the different cultures that make up the European Union and to develop empathy for the diversity of the European family; To compare them and drawing conclusions about cross-cultural differences and similarities that enrich and unite us; To practice interactive and inspiring ways of presenting the traditions, culture and history of partner countries; To use digital tools to make historical and cultural learning creative, innovative and attractive; To Develop cultural and historical research and product development through the creation of sustainable digitized materials (books, guides, videos, maps, architectural plans, etc.); To Develop a genuine sense of tolerance for cultural and historical differences with the knowledge of youth workers, Developing experience and a deeper understanding of 8 Participating countries.