Welcome to “DigiCity”, a creative game for exploring digital citizenship!

We are excited to announce the launch of “DigiCity”, an interactive educational game designed to help young people explore their digital habits, strengthen their online skills, and become more active, responsible and resilient digital citizens. DigiCity is now available to play in English, Croatian, Serbian, Portuguese, and Greek, which makes it accessible to young people, youth workers, and organisations across different communities.

In a playful and reflective way, players explore everyday experiences in the digital world through realistic situations, short missions, and personalised feedback. They are also encouraged to think about how they communicate, share information, protect their privacy, and participate in online communities.

Why does DigiCity matter?

Today, young people communicate, build relationships, express their opinions, access information, and participate in society through digital platforms. Every post, comment, message, and click leaves a digital trace. At the same time, online spaces present challenges related to privacy, online safety, misinformation, harmful behaviour, digital identity, and responsible participation.

Being a citizen in the 21st century means more than knowing how to use digital tools. It also includes:

  • Understanding and managing one’s digital identity;
  • Communicating respectfully and responsibly online;
  • Protecting personal information and recognising online risks;
  • Critically analysing digital content and information;
  • Actively participating in online communities;
  • Using digital tools for engagement and positive social change.

Rather than testing knowledge, the game functions as a self-assessment and learning tool, helping players better understand their level of digital awareness and competence.

What is in DigiCity?

Before entering the city, players can choose one of four avatars: blob, fox, owl, or an chameleon, and personalise them with different accessories.

With their personalised avatars, players explore four different neighbourhoods, each focusing on a different dimension of digital citizenship. These neighbourhoods are:

Digital identity centre: In this neighbourhood, players explore how their online behaviour shapes their digital identity and digital footprint. The missions address topics such as personal information, privacy, digital rights, suspicious online offers and the reliability of online posts.

Social media street: This neighbourhood focuses on how people communicate, react, and connect on digital platforms. Players reflect on respectful communication, online pressure, image misuse, trust in online profiles, and personal responsibility across different digital identities.

Online safety lab: In this neighbourhood, players learn how to recognise and manage risks in the digital world. The missions cover suspicious messages, strong passwords, reliable information sources, safe online shopping, privacy and oversharing.

Digital activism square: This neighbourhood explores how digital platforms can be used for meaningful participation and positive social change. Players learn about viral content and algorithms, deepfakes, online participation, responding to cyberbullying, and moving from awareness to concrete digital action.

Each neighbourhood contains five missions based on situations that people may encounter in their everyday digital lives. Players are invited to read each situation carefully and answer honestly. The missions use different formats, including multiple-choice questions, categorisation activities, scenario-based decisions, and sequencing tasks.

After completing each neighbourhood, players can visit their profile to review their results, receive personalised feedback, and explore additional resources recommended throughout the game.

Learning through reflection and feedback

DigiCity creates a safe and engaging environment in which young people can reflect on their online behaviour, learn from realistic scenarios, and better understand the impact of their digital choices.

Through its interactive missions, the game encourages critical thinking, empathy, responsibility, and active participation. This helps young people recognise that digital citizenship is not limited to technical skills but is also closely connected to human rights, democratic values, inclusion, and responsible engagement with others.

By combining gamification, self-assessment, and practical learning resources, DigiCity supports young people in becoming more confident, informed, and responsible participants in digital society. Every choice made in the digital world can affect both the individual and the wider community, but every choice can also become an opportunity to learn.

Open access and collaborative spirit

The game is available on the Digital Citizenship Education website: www.digicitiedu.org.

It is also available on the official websites and Instagram profiles of project partners: Arka Foundation (@arkafondacija), Association Delta (@udrugadelta), JCV in Action (@jcvinaction), and Innovation Hive (@innovation_hive_eu).

The game was created as part of the project named “Pathway to Digital Citizenship Education”.

Project “Pathway to Digital Citizenship Education” aims to empower youth workers with the skills and tools needed to help young people navigate the digital world critically, responsibly and safely. The project is implemented by a consortium of youth organisations from Serbia (Foundation Arka), Croatia (Udruga Delta), Portugal (Red Cross Braga) and Greece (Innovation Hive) with the support of the Erasmus+ Programme. It started on 1 April 2025 and will last for 18 months. 

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