UNRING: Unlocking Non-digital Recreation for Inclusion, Resilience and Growth

PROJECT ACRONYM

  • UNRING

PROJECT TYPE

  • Erasmus+ KA220-YOU

PROJECT REFERENCE

  • 2026-1-ES02-KA220- YOU-000450014

DURATION

  • 01-Nov-2026 – 31-Oct-2028

CONTACT

  • Azael J Herrero

CONTACT EMAIL

UNRING: Unlocking Non-digital Recreation for Inclusion, Resilience and Growth
COORDINATOR & PARTNERS (Click to expand)

Coordinator & Partners

Coordinator:
European Institute for Modern Board Games (EIMBG) — Valladolid, Spain

Partners:

GAMMA Institute — Iasi, Romania

Associazione Agrado – APS — Toscana, Italy

European Network for Holistic Integration — Malmö, Sweden

Check-IN – Cooperation and Development — Beja, Portugal

 

Associated partner:

Sociedad Tolkien Española (STE) — Spain

DESCRIPTION (Click to expand)

Description

UNRING is a 24-month Erasmus+ Cooperation Partnership in the field of Youth, coordinated by the European Institute for Modern Board Games (EIMBG – Ludus Magnus). The project aims to promote digital wellbeing, social inclusion and family cohesion by addressing harmful and compulsive smartphone use among young people and encouraging healthier, more meaningful offline activities.

The project combines psychology-based family support with an evidence-informed methodology using modern board games to strengthen communication, cooperation, emotional regulation, critical thinking and social connection. Youth workers will be trained to implement these approaches, which will subsequently be tested and refined through pilot activities involving young people and families across five European countries. To enhance motivation and engagement, UNRING incorporates a light gamified narrative inspired by J.R.R. Tolkien’s The Lord of the Rings, using the Fellowship as a metaphor for overcoming unhealthy digital habits through mutual support and shared experiences.

As project coordinator, EIMBG leads overall project management and the development of the Board Game Connection Method and its associated toolkit. Drawing on its scientific research and experience in board game-based learning, Ludus Magnus will transform modern board games into structured, accessible and replicable educational resources that promote healthier digital habits and meaningful face-to-face interaction.

RESULTS (Click to expand)

Results

UNRING will develop a comprehensive set of open-access educational resources to help youth workers, families and community organisations promote digital wellbeing and meaningful offline engagement.

The main expected results include:

  • Baseline Needs Assessment and Theory of Change: a transnational analysis of digital habits, challenges and support needs among young people and families.
  • Psychology-Based Family Support Programme: a modular programme addressing compulsive digital behaviours, emotional regulation, family communication, conflict management and healthy digital boundaries.
  • Board Game Connection Method and Toolkit: an evidence-informed methodology developed by EIMBG, including a curated library of modern board games, ready-to-use session plans, facilitation guidelines, reflective activities and micro-learning resources.
  • Youth Worker Training and Pilot Implementation: an international training programme involving approximately 20–25 youth workers, followed by pilot activities across five European countries, targeting around 200–250 young people and 120–180 family members or caregivers.
  • Evaluation and Impact Assessment: a comparative evaluation of the intervention, examining changes in digital habits, emotional regulation, social participation and family relationships.
  • Dissemination and Sustainability Resources: an open-access resource hub, educational and communication materials, a policy and practice package, and guidelines supporting the replication of the methodology across Europe.

Through these results, UNRING seeks to provide youth organisations, educators and families with practical, evidence-informed tools to foster healthier digital habits, strengthen social connections and promote inclusive, sustainable alternatives to excessive screen time.

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