Regular physical activity plays a vital role in supporting both the physical and mental health of young people. The World Health Organization recommends that children and adolescents aged 5 to 17 engage in at least 60 minutes of moderate to vigorous physical activity every day, complemented by exercises that strengthen muscle and bone several times a week. However, according to the WHO’s Global Status Report on Physical Activity, 80 percent of adolescents worldwide do not meet these recommended levels; a growing concern for public health.
As communities look for new ways to reverse this trend, particularly in an era shaped by rapid digital engagement, innovative strategies that resonate with young people are becoming increasingly important.

Exploring digital solutions
In response to these challenges, the Early Action in Ljubljana focuses on developing a digital tool that could encourage adolescents to be more active in their everyday environments. This work is taking place within the Living Lab coordinated by the Community Health Centre Ljubljana (CHCL), where early discussions with local partners highlighted the potential of technology to engage young people in more appealing ways.
Through regular meetings and workshops, CHCL is working closely with 33 adolescents (17 girls and 16 boys), the Municipality of Ljubljana, Log Out – Centre for Digital Wellbeing, independent IT and UX consultants, and a multidisciplinary team of researchers, physiotherapists, nurses and a family physician. Together, they are developing the concept for a Walking Gaming App aimed at motivating adolescents to explore the city and incorporate more physical activity into their routines.
A playful way to explore the city
The Walking Gaming App is being designed to allow users to collect points by visiting locations across Ljubljana and completing short quizzes about the city. The proposed challenges include sports and nature spots, as well as cultural and tourist attractions, giving adolescents opportunities to explore both familiar and new parts of their urban environment.
By combining movement, exploration and learning, the emerging app aims to introduce simple steps that can help young people build healthier routines. Its content reflects principles of active mobility, prevention and sustainable behaviour, aligning with CityMove’s broader vision of integrating movement into everyday life.
Next steps for the Walking Gaming App
As this action progresses, the CityMove team in Ljubljana will continue to refine the concept of the Walking Gaming App through ongoing co-creation within the Urban Living Lab. This includes further developing the content, locations and challenges, and working closely with municipal, health and digital wellbeing partners to shape the app into a tool that can meaningfully support adolescent activity in the city.
The team is also exploring how the app can be linked to the annual Walk Along the Wire event, the second action being studied in Ljubljana, with the aim of making it a motivating final challenge once the tool is operational. In the longer term, partners will also consider how the app’s design might be adapted and scaled to other municipalities in Slovenia, allowing local teams to tailor locations and challenges to their own contexts.
Strengthening active living
This action represents more than a digital product in development. It is the result of ongoing collaboration, creativity and cross-sector partnership within Ljubljana’s Living Lab. By encouraging adolescents to explore their surroundings, take small steps and build active habits, the app contributes to the goals of the Global Action Plan on Physical Activity (GAPPA), particularly its call to create Active People through accessible programmes that support movement in everyday life.
As CityMove continues to follow the development of this Early Action, the evidence generated will help us understand how digital solutions can complement urban environments, strengthen community engagement and support healthier routines among young people.
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