The primary goal of this project is to empower young people to move beyond being passive technology consumers and become active individuals who can manage their digital well-being, think critically, and produce creative content. From the perspective of youth work practice, the project aims to address sensitive issues such as digital addiction not through didactic approaches, but through innovative methods where young people can question their own experiences in a safe and creative environment. From a youth work perspective, the core objectives of the project are: -To support the development of critical awareness among youth regarding the individual and societal impacts of their digital habits, achieving this through non-judgmental, safe learning spaces and creative scenarios. -To encourage young people, through experiential and non-formal education methods, to question their relationship with technology and develop concrete digital well-being strategies that they can transfer to their daily lives. -To strengthen the digital and creative competencies of youth (scriptwriting, video production, digital storytelling), transforming them from mere consumers of technology into active content creators who use it consciously to produce messages. -To create an equal and inclusive learning space using the science fiction-based "fictional distance" approach, where young people from diverse social backgrounds can express themselves without the fear of being labeled or stigmatized. -To enable young people to take active roles in their local communities through peer-based dissemination and to turn them into youth ambassadors who create a multiplier effect through the project outputs. -To ensure that young people learn to articulate the experiences they gain during the project using a competency-based narrative aligned with the language of European youth work and employment, rather than through everyday or superficial expressions. In this context, the goal is to support them in consciously transforming descriptions like "I made a film" into professional achievements usable in CV, Europass, and Youthpass profiles, such as "digital storytelling, multimedia production within international teamwork, and creative problem-solving." In line with these objectives, the project aims to offer an innovative youth work practice that responds to the needs of the digital age by placing the well-being, participation, and self-efficacy of young people at its core.