
A gamified journey in adolescent health education and empowerment for vape and tobacco-free living
WellMe is an innovative educational initiative designed to combat the rise of vaping and tobacco use among adolescents. It uniquely integrates interactive technologies and gamification to make learning about health impacts engaging and impactful for young people.
Adolescent vaping and tobacco use are growing public‑health challenges. Awareness gaps, peer pressure, and the appeal of flavored products drive experimentation and uptake. Traditional methods often fail to reach a tech‑savvy generation in ways that stick. According to the World Health Organization, tobacco use is responsible for over 8 million deaths annually, with a growing percentage among younger individuals.
A digital toolbox and written content tailored for youth workers and educators to guide discussions and activities.
A web‑based serious game that simulates real‑life scenarios and consequences of vaping and tobacco use.
An assessment protocol to measure changes in awareness, attitudes, and intentions.
Increased knowledge and awareness of vaping and tobacco risks.
Higher engagement through game‑based, interactive learning.
Measurable positive shifts in attitudes and intentions among adolescents.
WellMe is developed by a multidisciplinary partnership of educational and creative‑technology organizations:
The School of Medicine and Biomedical Sciences-ICBAS is a multidisciplinary Faculty of the University of Porto-UP. Its scientific domains are in the scope of Fundamental and Applied Biology, acknowledging the concept of "One Health", which defines that human, animal and ecosystem health are interlinked.
ICBAS shares its facilities with the Faculty of Pharmacy and works in close collaboration with the Porto Hospital Centre-CHUP. ICBAS also has facilities at the Campus Agrário de Vairão-ICAV where, beyond teaching, it carries out research through the Vairão Animal Reproduction Centre-CRAV and the Vairão Equine Clinical Centre-CCEV.
GoINNO Institute is a non-profit private organisation dedicated to science outreach and STEM education, intending to increase the awareness of STEM importance and excite the young generation to start loving science. GoINNO is a team of experts dedicated to creating innovative learning experiences that spark curiosity and promote creative thinking, making learning not only effective, but also fun and unforgettable. We actively participate in projects that open the door to modern education through the use of digital technologies such as chatbots, virtual and augmented reality (VR/AR), 360-degree videos, and educational games.
Youth Together Association (Fiatalok Egységben Egyesület – YTA Hungary) is a non-profit organisation based in Budapest, Hungary, dedicated to empowering young people through education, sustainability, and international cooperation. YTA designs and implements innovative projects that foster youth participation, community engagement, and environmental awareness across Europe.
By combining non-formal education, digital innovation, and intercultural learning, the organisation provides meaningful opportunities for young people to build skills, confidence, and a sense of responsibility towards their communities and the planet. YTA actively contributes to Erasmus+, Horizon Europe, and Visegrad initiatives, focusing on sustainability, climate action, and social inclusion.
Toulouse Youth Network is a non-profit organisation based in France, dedicated to empowering young people through education, mobility, and active citizenship. TYN designs and implements innovative local and international projects promoting inclusion, sustainability, mental well-being, and intercultural dialogue. By combining non-formal education, sport, and creativity, the organisation provides learning opportunities that help young people develop skills, confidence, and a sense of belonging.
Tvornica.Tech (T.T.) is a creative-technology studio that blends education, culture and interactive media through cutting-edge digital solutions. Combining expertise in 3D digitization, photogrammetry, AR/VR and game design, its multidisciplinary team transforms curriculum topics, cultural heritage and tourism narratives into immersive, browser-based experiences that run seamlessly on tablets, smartphones or VR headsets. By uniting technical excellence with playful storytelling and rigorous project management, T.T. empowers museums, schools, researchers and public institutions to turn the disruptive forces of digitalisation and globalisation into inclusive, engaging opportunities for lifelong learning and community participation.
Project status: beginning phase. Public resources will be released progressively during implementation.
1
Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.
Read More2
Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.
Read More3
Lorem ipsum dolor sit amet, consectetuer adipiscing elit. Aenean commodo ligula eget dolor. Aenean massa. Cum sociis natoque penatibus et magnis dis parturient montes, nascetur ridiculus mus.
Read More
Have questions, feedback, or collaboration ideas? We’d love to hear from you.