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Client's Name
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THE PROBLEM:
In 2022, World Health Organization (WHO) officially considered the vice in games as a mental illness. In South America, the situation is startling already. Children, young ones, and even adults stay uninterrupted hours in front of the computer or, in extreme situations, for days. This causes a deficit in their personal and professional lives like emotional damage, demotivation at work, and social phobias.
THE IDEA
We invited some gamers from different places and trained them for a difficult mission: Share their own experiences with other players, and show how important is to seek help from a specialist when they are in need for assistance. For 30 days and about 200 hours, the CVV PLAYERS joined in more than 10 different types of games and talked openly about mental health.
Credits
Entrant Company
Kwalee
Category
BEST Game Categories - Best Independent Game
Country / Region
United Kingdom
Entrant Company
HypGames, Inc.
Category
Mobile Game - Sports
Country / Region
United States
Entrant Company
Electronic Arts
Category
Game Strategic Campaign (NEW) - Viral Marketing Campaign
Country / Region
United States