The JOYFUL project primarily focused on developing a board / card game aimed at enhancing the well-being of NGO employees. The project aimed to increase awareness of mental health and well-being within NGOs through a structured approach consisting of five specific activities designed to reach these goals. We wanted to enhance the understanding of mental health and improve the well-being of their employees and volunteers. It serves as an innovative psycho-educational tool aimed at encouraging players to reflect on key aspects of a balanced life, identify potential challenges related to well-being, and work together as a team to foster both individual and collective support within their organizations. By engaging with the game, participants can explore fundamental dimensions of well-being and take proactive steps toward self-care. The creation of this game responds to the growing need to address mental health issues faced by NGO workers, especially in the aftermath of the pandemic. The aim was to provide a fun and engaging way to promote collaboration and awareness around well-being topics, ultimately contributing to a healthier workplace environment.
The partnership applied for this project due to a shared commitment to enhancing the well-being of employees working in NGOs. Each partner brought unique strengths and expertise essential for the project's success. Joyfult addressed common challenges faced by staff within the partnership,, such as professional burnout, by creating resources to foster a supportive work environment. All partners wanted to improve mental health support and create structured opportunities for meaningful debates about well-being among NGO staff. The needs addressed by the JOYFUL revolved around improving the well-being of employees in NGOs like mental health and burnout prevention, resource development for trainers, awareness of well-being and collaborative action. During Joyful we created a board or card game designed specifically for NGO staff to enhance their mental well-being and help them avoid burnout, addressing a significant issue identified through surveys conducted among NGO workers regarding dissatisfaction and stress related to their work. The game served as a training tool for NGO trainers, enabling them to facilitate conversations around mental health and well-being within their organizations, thereby enriching the training resources.