Back to search

Unplugged Minds Against Brain Rot

2025-1-ES02-KA152-YOU-0003008652025Mobility of young peopleongoing
Countries: ES|TR|AT|SI|IT · Grant: €27,033
Physical and mental health, well-beingDigital youth work

Objectives

What is the issue of Unplugged Minds; Brain rot has been named Oxford Word of the Year for 2024 that is a state of mental fogginess and cognitive decline that results from excessive screen engagement. The term has become a way to describe the mental exhaustion, lack of focus, and reduced motivation that many young people experience in today's digital age. With endless scrolling on social media, binge-watching shows, or getting lost in gaming marathons, it’s easy to see how our minds can feel overstimulated but undernourished. Young people especially are at risk, as they grow up in a world where digital content is not just entertainment but a central part of their lives. A study by Sapien Labs, which surveyed 10,500 teenagers aged 13 to 17 from the US and India, found that smartphone use leads to increased aggression, detachment from reality, and hallucinations among teens. Notably, 37% of 13-year-olds experienced aggression, and 20% reported hallucinations, with younger teens showing more severe symptoms. These studies show that constant digital stimulation interrupts brain development and limits meaningful, face-to-face interactions especially among young people. When the brain isn’t given time to rest and connect in real life, it starts to struggle. On the other hand, Social media apps are designed to grab and hold our attention with endless streams of content. This can weaken our ability to focus deeply or think critically. NYU professor Jonathan Haidt has even said that platforms like TikTok are seriously harming creativity and attention spans among young people in the Western world. Another big issue is the type of content young people are exposed to online. Social media algorithms sometimes push harmful material, like posts about self-harm or unhealthy body standards, to vulnerable teens. There have even been tragic cases where young people lost their lives after being influenced by dangerous online challenges or content promoting suicide. What is the need of Unplugged Minds; Whether brain rot is a massive problem or not, one thing is clear: young people today are spending more time online than ever before, and it’s affecting how they feel, think, and connect with others. This project is about creating awareness and giving young people the tools to build healthier digital habits. It’s not about saying “technology is bad.” Instead, it’s about teaching young people how to use digital tools in ways that enhance their lives rather than hold them back. We, as the project teams of each partner organisations, have conducted a Brain Rot Awareness survey to our own youth community and attached the results as Annex- A. From the results, our youth community believes their digital habits may contribute to feelings of “brain rot” (e.g., mental fatigue, reduced focus) and they need this project, -to understand the concept of “brain rot”, -to be familiar with the concept of intermodal arts (e.g., using multiple art forms like music, dance, writing, or visual arts) - to help them better understand how to manage their digital lives, reconnect with their creativity, and protect their mental well-being. - to focus on what really matters: their minds, their creativity, and their relationships, in a world full of distractions. According to these needs and issues, Unplugged Minds has three concrete objectives; Objective 1 (O1)is to increase awareness among young people about the causes and consequences of "brain rot" and equip them with practical strategies to foster healthier digital habits. O2 is to use intermodal arts (combining visual arts, music, theater, movement, and storytelling) as a tool to inspire creativity, build confidence, and foster emotional expression among young people. O3 is to design and launch a virtual museum that serves as a lasting platform to showcase the creative works, personal reflections, and key learnings from the project.

Project partners (5)