Excessive substance consumption is a strategy that some teenagers use to cope with everyday burdens. This brings with it risks and undesirable effects.
Within the framework of the project, a smartphone game aiming to self-empower young people is developed. The goal is to increase risk and action competences and create new action patterns.
It is designed to create a community experience and therefore provide the player with an extended peer group. The aim is to offer young people alternatives to excessive alcohol and cannabis consumption. The target group are vocational school students and apprentices between the ages of 15 and 18.