The project Youth Workers United: Defeat Digital Addiction – Reconnect & Engage Youth through the Power of Physical Activity” (UNITED), funded by the Erasmus+ programme, aims to combat technology addiction among young people by promoting physical activities, sport and face-to-face socialisation, targeting youth workers over 24 years. From a youth work practice perspective, the main objective of the project is to equip these professionals with the necessary skills to support young people to reduce screen time and rediscover the joys of physical activities and real interactions. We aim to create a lasting impact in local communities in the 6 partner countries (Romania, Bulgaria, Turkey, Portugal, Spain and Cyprus), by developing support systems that facilitate young people’s access to sport and promote a healthy balance between the use of technology and other aspects of life. The project also aims to raise awareness at local and European level on the negative effects of technology addiction, especially on the pleasure center of the brain, as mentioned in the context of the project, and on the loss of interest in traditional social activities. Project Objectives from the Perspective of Youth Work Practice The UNITED project has four main objectives, all aligned with the needs identified in the context of technology addiction and with the principles of non-formal education used in youth work: 1. Improving the communication and working skills of sports coaches and teachers with technology addicted young people, strengthening the quality of their work. From the perspective of youth work practice, this objective aims to develop the skills of youth workers to interact effectively with young people who spend excessive time on screens, be it video games, social networks or other forms of digital entertainment. Technology addiction, as shown by studies mentioned in the project, affects one in ten young people, leading to problems such as school expulsion or lack of socialization. Youth workers need to learn how to communicate empathetically, motivate and create a safe environment in which young people feel encouraged to replace time spent online with physical activities. 2. Supporting the process of eliminating youth technology addiction through physical exercise and sports, contributing to the correct establishment of connections between technology use and other areas of life. This objective focuses on using sports as a tool to reset the pleasure center in the brain, affected by overexposure to digital stimuli. From the perspective of youth work practice, sports are not only a physical activity, but also a means of reconnecting young people with the community and with themselves. The “Anti-Addiction Sports Circuit” activity on the third day of the training uses experiential rotaries, where participants test simple physical exercises. 3. Ensuring an environment of local and international cooperation between sports clubs and youth organizations to raise young people’s awareness of the use of technology and to support them in establishing a balance between technology and other areas. From the perspective of youth work practice, this objective aims to create support networks that facilitate young people’s access to sport and promote collaboration between organizations. In the training, the “Local Support Network” activity on day four uses urban gamification to plan access systems to sport, and the “Sports Cultural Exchange” simulates international partnerships. These activities develop networking and collaboration skills, allowing youth workers to create links with sports clubs or NGOs 4. Raising awareness in local communities and European society so that young people can be guided and included in physical and sports activities in a fair and sustainable way. This objective focuses on disseminating the project message and mobilising communities to support young people. In youth work practice, awareness is essential to change perceptions about technology and promote sport as a healthy alternative. The “Awareness Campaign” activity on day five uses participatory planning to develop local sports events, and the “Public Debate” through forum theatre encourages critical thinking about the effects of screens.