Escape Misinformation in the Library
Helping young people to navigate today’s complex digital media landscape
ESC-MISINFO aims to strengthen young Europeans’ critical thinking skills to help them navigate today’s complex digital media landscape – combating misinformation and disinformation, with a special focus on climate change.
Through game-based learning activities and co-creative practices, ESC-MISINFO empowers public libraries to take on a new role in non-formal education and youth work, through a skills development programme and peer exchange.
The project brings together five partners from four countries with expertise in youth engagement, game-based learning, media literacy, and public library innovation.
Escape room-style games, participatory workshops, and peer learning initiatives will equip young people with the tools to critically assess digital content, question sources, and understand the impact of online narratives – especially those related to environmental issues.

Our partners
A multidisciplinary consortium with expertise in youth engagement, game-based learning, media literacy, and public library innovation.

Our activities
Across two years, we will deliver an exciting mix of local and European-level activities including escape rooms in Slovenia, Poland, and Belgium.

Our resources
Coming soon! A practical toolkit for public libraries with guidance for game-based learning and a framework for co-creating activities.
Latest news
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Recording of the 1st episode of the webinar series is available
Get access to the brief, full recording and powerpoint of our our first ESC-MISINFO webinar that took place in October 2025. -
Webinar series: Episode 2 ‘Let’s play differently: Gamification & games as tools for media education’
Join the second episode of the ESC-MISINFO webinar series to learn about gamification as an engaging educational tool in the library. -
One size doesn’t fit all: the importance of localisation in the fight against misinformation
Effectively fighting misinformation through gamified activities requires tailoring the content to people’s contexts and lived experiences.

