By implementing the project and creating its output, the digital computer game "The Bright Path", we wanted to achieve significant innovation in the field of drug prevention and support for active citizenship among youth. Educational institutions, youth organizations and other relevant entities in the field of drug prevention, youth work and education received a powerful tool that makes drug prevention and active citizenship issues for youth fun, interactive and therefore more effective. Last but not least, we wanted to support the strengthening of digital capacities and capabilities of the partner organizations involved.
We applied this project to address the need to modernize and digitize the field of drug prevention and support active citizenship among young people in our communities through the development of a digital educational tool that will be available to entities active in the field of drug prevention, education and youth work free of charge and that will be interesting for today's youth. Our organizations come from regions that have long been plagued by drug abuse by adolescents and where, despite this fact, there are still no available digital primary drug prevention tools that would help effectively address this problem in a way that was interesting for today's youth, which our project helped to solve. Last but not least, we wanted to develop our organizations in the field of digital gamification, enable our organizations to increase their digital readiness and develop our organizations so that our organizations are better prepared for the ongoing digital transformation of education and youth work and can actively contribute to this trend.