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PRACTICIES · Project

City-Level Tools and Serious Games to Prevent Youth Radicalization

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Imagine a city security team trying to spot warning signs before a young person gets pulled into extremism — but they have no shared playbook across Europe. PRACTICIES brought together 27 partners from 8 countries to map how radicalization actually happens, built a video game that teaches prevention skills, and created a multilingual glossary of hate speech patterns. Think of it as giving cities a shared early-warning toolkit instead of each one figuring it out alone.

By the numbers
27
consortium partners collaborating on prevention tools
8
European countries covered by the research
33
project deliverables completed
6
work packages structuring the research
EUR 3,378,970
EU research investment
The business problem

What needed solving

Cities across Europe face growing radicalization risks among young people but lack standardized tools to detect early warning signs, train frontline workers, or coordinate prevention efforts across borders. Each municipality essentially starts from scratch, with no shared playbook for identification, reporting, or counter-narrative education.

The solution

What was built

The project delivered 33 outputs including a Unity3D serious game with full artistic production, character animation, scenario-driven gameplay, and a data analytics tool for evaluating users. Additional outputs include a multilingual hate speech glossary, comparative analysis of radicalization reporting procedures, and prevention practice guidelines for cities.

Audience

Who needs this

City security departments and municipal governments in EuropeEdTech companies building civic education or safety training productsSecurity consulting firms advising governments on counter-radicalizationYouth organizations and NGOs working on extremism preventionLaw enforcement training academies
Business applications

Who can put this to work

Public Safety & Municipal Government
enterprise
Target: City councils and urban security departments

If you are a city government dealing with rising radicalization risks among youth — this project developed a structured prevention toolkit and evaluation methods tested across 8 European countries with 27 partner organizations. The tools include identification procedures, prevention practices, and a mapping of local player skills that cities can adopt directly.

EdTech & Serious Gaming
SME
Target: Educational technology companies building safety or civic education products

If you are an EdTech company looking for validated educational content on extremism prevention — this project built a fully developed serious game using Unity3D with 2D/3D assets, character animation, scenario-driven gameplay, and a built-in data analytics tool for user evaluation. The game is designed for both practitioners and end users, covering counter-narrative education.

Security Consulting & Training
mid-size
Target: Security consulting firms serving government clients

If you are a security consultancy advising governments on counter-radicalization — this project produced a comparative analysis of reporting and identification procedures across multiple countries, plus a multilingual hate speech glossary. These resources, developed with input from 4 industry partners and 7 universities, can strengthen your training programs and advisory services.

Frequently asked

Quick answers

What would it cost to license or deploy these tools?

The project was funded with EUR 3,378,970 in EU contribution under an RIA (Research and Innovation Action) scheme. Licensing terms for the serious game and other outputs would need to be negotiated directly with the coordinator. As publicly funded research, some outputs may be available under open access.

Can these tools scale to other cities or countries beyond the original 8?

The project was designed across 8 countries (AT, BE, EL, ES, FR, IT, PT, TN) with 27 partners, which suggests the tools were built for cross-cultural applicability. The multilingual glossary and comparative analysis of procedures specifically aim to enable adoption beyond the original consortium.

Who owns the intellectual property, especially for the serious game?

IP is held by the consortium led by Université Toulouse II-Jean Jaurès in France. The serious game includes proprietary Unity3D development, original 2D/3D assets, and scenario content. Specific licensing arrangements would need to be discussed with the coordinator.

Does this comply with current EU security and data regulations?

The project was funded under the SEC-06-FCT-2016 call, aligned with EU security research priorities. The serious game includes a data analytics tool for user evaluation, so GDPR compliance for any deployment would need to be verified with the development team.

What is the timeline from interest to deployment?

The project closed in April 2020, so all 33 deliverables are completed. The serious game reached a development stage including full artistic production, game design, and integration of educational content. Deployment readiness depends on the specific tool and local adaptation needs.

How easily can the serious game integrate with existing training systems?

The game was built on Unity3D, a widely used game engine, which supports deployment across multiple platforms. It includes a built-in data analytics tool for tracking user performance. Based on available project data, integration with existing LMS or training platforms would likely require some technical adaptation.

Consortium

Who built it

The 27-partner consortium spans 8 countries and is led by Université Toulouse II-Jean Jaurès, a French university. The mix is heavily weighted toward public and research organizations — 7 universities, 3 research centers, and 13 other entities (likely municipalities, NGOs, and public agencies) — with only 4 industry partners and 3 SMEs (15% industry ratio). This signals a project driven by public policy needs rather than commercial ambitions. For a business looking to adopt these tools, the low industry involvement means commercialization pathways may not be fully developed, but it also means less competition and potential first-mover advantage for companies willing to productize the research outputs.

How to reach the team

Coordinator is Université Toulouse II-Jean Jaurès (France). Use SciTransfer to get a warm introduction to the research team.

Next steps

Talk to the team behind this work.

Want to explore licensing the serious game or adapting the prevention toolkit for your city or organization? SciTransfer can connect you directly with the PRACTICIES team and help structure a collaboration.