With the development of technology and communication tools, access to tobacco and alcohol becomes easier and increases to a great extent. At the same time, digital game addiction, which has gained importance in recent years and is one of the technology-related addiction problems, is becoming unavoidable. At this point, in order to meet the need for physically and psychologically healthy young people, more attention and effort is required in the fight against addiction in the coming years. Although the age to buy substances such as tobacco and alcohol is 18, the age of use of these substances is lowered to an earlier age with the legalization of these substances in our country, Turkey. At this point, according to the article “Lise Öğrencileri Arasında Sigara ve Alkol Kullanım Sıklığı ve Etkileyen Faktörler” , which is a study conducted with students aged 14-18 on the prevalence of tobacco and alcohol use in high school students, the rate of students who smoke at least once is 35%, while those who smoke every day was determined as 20.1%. As for alcohol use, these rates were found to be 18.7% and 1.8%, respectively. With the development of today's technology, digital game addiction arising from the excessive use of video games appealing to all ages causes young people to face many psychosocial and behavioral problems such as depersonalization against violence, aggression, anxiety disorder, social isolation, low life satisfaction, depression and lack of attention. Moreover, if we look at the 2020 data of Scholar Google and Web of Science, digital game addiction studies conducted in Turkey have increased greatly since 2010, and the number of studies conducted between 2010 and 2018 has become 5 times more than those conducted until 2010. This project, which arises from the need for awareness and struggle against addiction, which is created by the increasing tendency towards addiction types among young people, will be carried out in Turkey with a total of 36 participants, 18 women and 18 men. If an agreement is reached, it will gather 6 countries under a single roof. It is aimed that the participants, consisting of young people between the ages of 18-29, receive a non-formal training on addiction and escape games. There will also be someone with the addiction experience who can share their experiences during the training. At the same time, the same participants are expected to experience these types of addiction by designing escape games in the areas of tobacco, alcohol and digital game addiction. While the participants are selected through Google Form, it will be chosen by paying attention to the fact that it consists of individuals who are not addicted. In this way, experiencing the negative effects of addiction types through the escape game, which is a non-formal education method, will lead to a more effective result in terms of addiction awareness. In addition, although not the majority expected to be involved in the processes, a few addicted youth and some disadvantaged youth will be included in the project and the positive and negative effects of the project on them will be measured after the project. As expected from the project, thanks to the experiences gained through the escape game, a more productive, healthy and active generation will be created by intervening in the young population with a high addiction tendency. This project will lead the following sub-objectives: -To enable young people to experience types of addiction through escape game, -To provide young people with the necessary information with non-formal education techniques to reduce or prevent the risk of possible addiction, -To contribute to the critical and analytical thinking skills or creativity of young people by guiding them to produce escape games with different contents on tobacco, alcohol and digital game addiction, - Encouraging young people to take an active role in research and discussion processes in order to have a good grasp of the addiction data in their own countries, -To provide opportunities for young people to develop their communication, presentation and cooperation skills through the synthesis of different cultures, experiences and ideas.