How it works

Connecting youth and sponsors around an idea: healthy habits.

The Three Main Roles

Students

Players

Anyone of any age. They participate in challenges to 'park' the phone during set periods (class, study, sleep). They track their progress and unlock rewards alone or in teams.

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Teachers

Mentors (Schools)

Focused on promotion among younger users. Teaching collectives can be empowering elements. Teachers define challenges (e.g., 'No phones in math class'). They invite students, create proposals, and seek sponsors.

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Families

Families

They micro-sponsor a class or local group-directly funding small rewards that reinforce healthier habits.

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Companies

Sponsors (Brands)

Companies provide the rewards. They fund mentor proposals or create open challenges, gaining positive visibility.

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The Flow

Proposal

Proposal

Un Mentor o Patrocinador propone un reto.
Focus

Focus

Los estudiantes acumulan minutos aparcando el móvil.
Reward

Reward

Al alcanzar el objetivo de minutos, el premio se desbloquea.