This document discusses using gamification to promote lifelong personal development among youth aged 16-39. It proposes developing a game where players take on different character roles and earn points by reading real information online and answering quizzes. This virtual experience aims to stimulate learning key skills and connect youth across social groups to demonstrate that changing one's life is possible through education. The goal is to motivate continued learning and development through an engaging gamified application that can be used in schools.