
Best Practices on Digital Wellbeing
In this section, we explore exemplary initiatives and programs that have successfully promoted digital wellbeing across various demographics. These best practices provide practical insights and proven strategies for fostering a balanced and healthy digital lifestyle. By examining these case studies, we aim to highlight effective methods for integrating digital tools into everyday life while minimising their potential negative impacts. The featured programs demonstrate innovative approaches to engaging youth, encouraging physical activity, promoting online safety, and enhancing digital literacy. Through these examples, we can identify key elements that contribute to the success of digital wellbeing initiatives and inspire similar efforts in diverse contexts.
| Name of the Program | Marathon Go! | 
|---|---|
| Organiser | BedreDIG Copenhagen Youth Network  | 
| Country | Denmark | 
| Target Group | Children and Teens 9 – 17 years | 
| Key Activities | Inspired by the popular game “Pokemon Go,” individuals aged 9 to 17 years old who have been exposed to the mechanics of this previously popular game will be encouraged to go outdoors and perform physical activities in a game-like format. Pokemon Go was a popular online augmented-reality (AR) game wherein real-life locations are reflected in an in-game map. This allows users to integrate physical activity in their gaming habits, encouraging them to go outside and reach locations simply to obtain collectibles in-game. The same concept will be utilised in “Marathon Go!” – integrating AR into a reward-based fitness program. Individuals within this demographic are highly motivated by a reward-based program wherein their efforts are compensated and acknowledged in some form. As such, it is imperative that efforts required from this demographic for the program will correspond to a certain reward that they can then claim at the end of the event. In this program, participants would have to register to the Marathon Go! Program and submit their Google Fit stats every day throughout the duration of the event. Google Fit is an application present in most android mobile devices which monitors the number of steps a person takes in one day. In the case of Apple devices, a similar app which performs the same functionalities will be utilised. The number of steps taken by each participant will then be monitored through an online form, and these number of steps can then be exchanged by the participants for a real-life reward that will correspond to a specific number of steps. In addition, the player with the greatest number of recorded steps will then be acknowledged by the program during the culminating activity performed at the end of the program duration. This activity integrates the benefits induced by a higher number of step count per day such as: 
 
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| Outcomes/impact | The success of the program will be monitored and evaluated through the following Key Performance Indicators (KPIs):
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| Links | Google. (2024). Google Fit. Retrieved from https://www.google.com/fit/ Mayo Clinic. (2024). 10,000 steps a day: Too low? Too high? Retrieved from https://www.mayoclinic.org/healthy-lifestyle/fitness/in-depth/10000-steps/art-20317391 Pokemon Go. (2024). Learn More. Retrieved from https://pokemongolive.com/rediscovergo?hl=en  | 
| Name of the Program | Zoom-ba Revolution | 
|---|---|
| Organiser | Copenhagen Youth Network Jaleel Performance Copenhagen Municipality Dansk Multietnisk Kvindefællesskab  | 
| Country | Denmark | 
| Target Group | Children and Teens 9 – 17 years | 
| Key Activities | Integrating and maintaining fitness with the rise of digitalization would require the utilisation of familiar applications, particularly ones that have been very prominent during the COVID-19 pandemic. “Zoom,” a video conferencing platform, is quite familiar to the younger generation due to its utilisation for online classes and activities from early 2020 to late 2022. The program would utilise the real-time conference function of Zoom to host an online “Zumba-based” competition among children aged 9 to 17 years old. “Zumba” is a fitness program that involves a Latin-inspired dance, characterised by easy-to-follow steps and movements that engage an individual’s core muscles and develop a healthy resting heart rate through cardio-focused routines. Considering that the target demographic is highly motivated by competitive games and activities, hosting the program through an online platform while maintaining this major driving factor for this demographic ensures maximum engagement, satisfaction, and participant retention within the target population. A Zoom webinar room will be hosted by CYN. Hosts would then separate and group all participants into individual breakout rooms to prepare for the “Zumba” performance, wherein coaches would be present to train participants in preparation for the “dance-off” in a Zumba-style. Groups would then perform their Zumba-style dance performance in sync in the main Zoom room, wherein they will compete with other groups in a 1v1 type head-to-head battle – similar to how the classic “Dance Dance Revolution” game was played. The contest will be conducted using the tournament format, wherein losers in the head-to-head battle will be eliminated while the winners can move up the tournament bracket. Winners would then receive the grand prize while those who lost would receive consolation prizes for their participation.  | 
| Outcomes/impact | The success of the program will be monitored and evaluated through the following Key Performance Indicators (KPIs): 
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| Links | The Strong. (2022). Dance Dance Revolution. Retrieved from https://www.museumofplay.org/games/dance-dance-revolution/  Twin, A. (2024). KPIs: What Are Key Performance Indicators? Types and Examples. Retrieved from https://www.investopedia.com/terms/k/kpi.asp Williams, L. (2022). What is Zumba? Retrieved from https://www.verywellfit.com/zumba-pros-cons-and-how-it-works-4688722 Zoom. (2024). What is Zoom Video Conferencing? Retrieved from https://support.zoom.com/hc/en/article?id=zm_kb&sysparm_article=KB0059590  | 
| Name of the initiative/ program/activity  | The Oz Escape: An interactive traverse city experience | 
|---|---|
| Organiser | Questo, a company that creates outdoor escape room-style experiences | 
| Country | 350 000+ players 60+ countries 500+ cities  | 
| Target Group | Recommended for ages 8 and up, suitable for families, groups of friends, or teams of 2-6 adults | 
| Key Activities | The streets of the city become a magical world of Oz during this outdoor escape room-style experience. Participants use a mobile app to follow hidden clues, solve puzzles, and complete challenges around Traverse City. The event is based on “The Wonderful Wizard of Oz” by L. Frank Baum and features an optional costume contest  | 
| Outcomes/impact | The event has received positive reviews for its engaging puzzles and the fun atmosphere it creates. It has been described as a great way for participants to explore the city and enjoy light physical activity. | 
| Links | https://questoapp.com/cities , https://www.traversecity.com/event-detail/the-oz-escape%3A-an-interac-tive-traverse-city-experience/20591/#:~:text=You%20will%20use%20your%20phone,of%20Oz%20novel%20by%20L.  | 
| Pictures | https://www.google.com/search?sca_esv=dc237e1a21ded4e7&rlz=1C1KNTJ_enRS1083RS1083&sxsrf=ACQVn08CaGh7HCg2nrMjKWD-gv3u-v9e0qA:1713608136524&q=the+wizard+of+oz+escape+room&uds=AMwkrPt-5DqKoEcEgTvJpB2mLvFtAm548MIw-eyQY7soxKYkE7SeiWpPv6jg2rEIyyOC93E-peuRhnEW7TapMJT5CvrRAYl74UXpx3HoBtvj4XVNzHPsU7FUKU_6Yf-2S2zyNx-jp123QtWl4uZNsM7F6SiBpAtKwiFQaUQnBUaW---gDaK72JyOkJzs26HJwDDA-2CYGXt5nME9Ka1dJhtmhwErKlr1YVuzXFPPyKYnI9_cOkNN4Iw-Y58M-hxIwlVC-MKleIes6NVv4-JDgFCoJjkmVBes9hMrEFshfYDPVW7xxymWWBsWXg9hPvXy-AcEHaHTnLfkRmSjeE&udm=2&prmd=ivsnmbtz&sa=X&ved=2ahUKEwiDwIvix9C-FAxVIgP0HHYEeCFAQtKgLegQIExAB&biw=1422&bih=612&dpr=1.35 | 
| Name of the initiative/ program/activity  | “Pruži Korak” (Step Forward) Application | 
|---|---|
| Organiser | National association of parents of children with cancer (NURDOR), Serbia | 
| Country | Serbia | 
| Target Group | The general population, focusing on individuals interested in supporting charitable causes through physical activity. | 
| Key Activities | The creation and promotion of the “Pruži Korak” app, designed to motivate users to contribute to charity while engaging in physical activities like walking, running, and cycling. Launching public awareness campaigns to emphasise the importance of aiding paediatric oncology units. Forming partnerships with local communities, educational institutions, and businesses to enhance participation and donations via the app.  | 
| Outcomes/impact | Elevated awareness and financial backing for building or supporting services for children undergoing cancer treatment in Serbia, with a significant achievement of collecting 50 million RSD. This was made possible as people downloaded the “Pruži Korak” app and participated in physical activities. The app converts the distance walked into financial contributions, directly supporting NURDOR’s objectives. The app operates on a simple yet impactful conversion mechanism: For every 1000 metres walked, 10 RSD is contributed. Walking 2000 metres results in a 20 RSD contribution. For 7500 metres, the contribution is 75 RSD. This innovative approach not only motivates individuals to maintain a healthy lifestyle but also transforms their physical efforts into tangible support for children with cancer and their families. Strengthened community involvement through physical activity, championing health and philanthropy simultaneously. Notable support for NURDOR’s objectives to assist children with cancer and their families, enhancing the provision of medical equipment, facilities, or support services through the funds raised.  | 
| Links | https://apps.apple.com/us/app/pruzi-korak/id1473404163 https://www.linkedin.com/posts/pru%C5%BEi-korak_pru%C5%BEi-korak-aplikacija-je-dostupna-za-instaliranje-activity-6580019690289143808-Hk2P/  | 
| Pictures | https://www.google.com/search?sca_esv=9b64196862666ea1&rlz=1C1KNTJ_enRS1083RS1083&sxsrf=ACQVn0_EeiMqzZIk8KeJDoBSJ-U-cbRDUw:1711799723393&q=pruzi+korak&tbm=isch&source=lnms&prmd=ivnsmbtz&sa=X&ved=2ahUKEwj5wMHz9puFAxW6hP0HHTAhB_YQ0pQJegQIDBAB&biw=1422&bih=612&dpr=1.35 | 
| Name of the initiative/ program/activity  | “Vizije Muzeja” (Visions of the museum) | 
|---|---|
| Organiser | National Museum in Zrenjanin | 
| Country | Serbia | 
| Target Group | Museum visitors of all ages, including students, families, art and history enthusiasts, and tourists looking for an enhanced cultural experience. | 
| Key Activities | Development and launch of the AR app: Creating an augmented reality application tailored for the National Museum in Zrenjanin, which visitors can use to interact with museum exhibits in a novel way. Interactive learning through AR: Utilising AR technology to bring 2D and 3D environments within the museum to life, providing additional information, stories, and historical context to the exhibits. Social sharing feature: Incorporating a “Take a selfie” feature that allows visitors to capture and share their experience with friends and followers on social media, thereby promoting the museum and its collections.  | 
| Outcomes/impact | The app significantly enriches the museum-going experience by making it more interactive, educational and entertaining.  By encouraging visitors to share their experiences online, the museum’s visibility and appeal are increased, potentially attracting a wider audience. Offers an innovative way for visitors to learn more about art, history, and culture, making education more engaging and accessible.  | 
| Links | https://play.google.com/store/apps/details?id=com.zumoko.muzejzrenjanin&hl=sr | 
| Pictures | https://www.google.com/search?q=Vizije+muzeja&tbm=isch&ved=2ahUKEwiL0sOD_5uFAxUG1AIHHZhVBb4Q2-cCegQIABAA&oq=Vizije+muzeja&gs_lp=EgNpbWciDVZpemlqZSBtdXplamFIvgdQAFgAcAB4AJABAJgBXqABXqoBATG4AQPIAQCKAgtnd3Mtd2l6LWltZ4gGAQ&sclient=img&ei=MAYIZov6G4aoi-gPmKuV8As&bih=612&biw=1422&prmd=ivsnmbtz&rlz=1C1KNTJ_enRS1083RS1083 | 
| Name of the initiative/ program/activity  | Better Internet for Kids (BIK) | 
|---|---|
| Organiser | European Commission in collaboration with European Schoolnet and INSAFE/INHOPE networks. | 
| Country | European Union-wide | 
| Target Group | Children, teenagers, parents, educators, and stakeholders involved in child safety online. | 
| Key Activities | •	Providing resources and tools to raise awareness about safer internet practices. • Supporting the development of digital literacy and online safety skills among young users. • Facilitating a network of Safer Internet Centres (SICs) across EU countries, which offer helplines, advice, and support. • Organising Safer Internet Day, an annual event that promotes safer and more responsible use of online technology and mobile phones.  | 
| Outcomes/impact | •	Increased awareness and understanding of online risks among children and teenagers. • Enhanced engagement of children and teenagers in creating a safer digital environment. • Greater collaboration among stakeholders to support the initiative’s goals. • Development of policies and practices that contribute to a safer online experience for young users.  | 
| Links | https://www.betterinternetforkids.eu/ | 
| Pictures | 
| Name of the initiative/ program/activity  | Nike Run Club (NRC) & Nike Training Club (NTC) | 
|---|---|
| Organiser | Nike, Inc. | 
| Country | Global | 
| Target Group | Individuals of all ages looking to improve their fitness, ranging from beginners to advanced athletes. | 
| Key Activities | •	Nike Run Club: Offers tracking for runs, customised coaching plans, motivational guidance, and integration with music and social features for sharing achievements. • Nike Training Club: Provides a wide range of workout programs and individual exercises designed for various fitness levels and goals, including strength, endurance, yoga, and mobility.  | 
| Outcomes/impact | •	Increased accessibility to personalised fitness coaching worldwide. • Enhanced motivation for users through community features, challenges, and goal setting. • Positive feedback loop through tracking progress, celebrating achievements, and social sharing. • Promotes the adoption of regular physical activity as part of a healthy lifestyle.  | 
| Links | •	Nike Run Club: App Store - NRC | Google Play – NRC • Nike Training Club: App Store - NTC | Google Play - NTC  | 
| Pictures | 
