ESC-MISINFO: Escaping Misinformation, One Game at a Time

by Zara Hublet, Public Libraries 2030, Belgium.

Group picture of the ESC-MISINFO partners for the in-person meeting in Warsaw in December 2025

What if learning to spot misinformation felt more like solving a puzzle than sitting through a lecture?

That’s exactly the spirit behind ESC-MISINFO (Escape Misinformation in the Library), a European project co-funded by the Erasmus+ Programme of the European Union and running from 2025 to 2027. In a world where young people scroll through endless streams of content, from reliable information to misleading narratives and outright disinformation, the ability to think critically has never been more essential.

ESC-MISINFO was born to meet this challenge head-on. Its mission? To empower young Europeans with the skills to question, analyse, and navigate today’s digital media landscape with confi dence, with a special focus on climate-related information. And instead of relying on traditional teaching methods, the project turns learning into an experience through game-based approaches, including serious games and escape room-style activities.

The project is led by a multidisciplinary consortium with expertise in youth engagement, game-based learning, media literacy, and library innovation. Partners include the Center for an Informed Public (University of Washington), PINA (Slovenia), FRSI (Poland), and both Cultuurconnect and Public Libraries 2030 (Belgium).

Where are we now? Project progress in practice

ESC-MISINFO is moving forward through four complementary strands of work, each one bringing us closer to more resilient, media-savvy young citizens.

🎮 Building tools and localising them

Misinformation does not look the same everywhere and neither should the tools designed to fight it.

That’s why localisation is a central pillar of ESC-MISINFO. Beyond simple translation, localisation means adapting visuals, references, legal considerations, and even storylines to ensure the games resonate with local realities and lived experiences. The project is going even further by redesigning the narrative of its flagship escape room game, originally created by the Center for an Informed Public (University of Washington).

The original story is centred on a suspicious brain-boosting supplement and manipulated evidence. It was designed for a US context where distrust in government plays a strong narrative role. But levels of trust and cultural sensitivities differ across countries. Through structured co-design workshops, libraries in Belgium, Slovenia, and Poland have reshaped the story to better engage their young audiences.

In Belgium, the focus sharpened around distrust in science and AI-driven deception. In Slovenia, the story was reimagined around a fictional herbal remedy threatening a top cyclist (tapping into the country’s strong sports culture). In Poland, the narrative now revolves around a science-focused YouTuber and the manipulation of scientific data. The puzzles remain the same but the worlds feel local, relevant, and real.

The localisation phase is expected to be completed by March 2026. If you want to learn more about localisation, check out the article on ESC-MISINFO website.

Alongside the games, the project’s partners are also developing a practical toolkit to help librarians organise media and information literacy activities. Later in 2026, a co-creation framework will guide libraries in designing activities together with young people.

🧠 Building Capacities

But tools alone are not enough. Confidence and skills matter just as much. That’s why ESC-MISINFO places strong emphasis on empowering librarians through training and peer learning.

Through webinars, peer-learning sessions (both online and in person), and localised training on game-based media and information literacy education, library staff exchange ideas, learn from experts, and explore new approaches to non-formal education for young adults.

The expected result? A growing community of librarians ready to tackle misinformation in creative and engaging ways.

🏛️Library Pilots

The next exciting phase of this project: real-life experimentation.

Library pilots will test the localised games in two libraries in each of the three participating countries, while also involving young audiences in co-creative activities focused on misinformation and climate change. These pilots serve a dual purpose:

  • testing and refining the games in real library settings;
  • creating valuable feedback loops from librarians’ experiences to improve the final ESC-MISINFO toolkit

The first implementation of the localised games is planned for around May 2026, followed by the co-creation of a brand-new game starting in September.

📣 Communication and Dissemination

Because media literacy concerns everyone, accessibility and visibility are central to ESC-MISINFO.

The project has established several communication channels, including a dedicated website, a newsletter, and a Facebook page. The website acts as the main hub for results, tools, and resources. The newsletter shares regular updates, new materials, and inspiring practices, while the Facebook page keeps the community informed about news, events, and publications.

Ready to escape misinformation with us?

Now you know the mission and how the journey is unfolding.
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*An AI tool was used by the author for the editing of the text.