The Save Our Seas Foundation Promo GAME OF LIFE & DEATH by Saatchi & Saatchi BrandsRock Cape Town

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Industry Environmental & Animal Issues
Media Promo & PR
Market South Africa
Agency Saatchi & Saatchi BrandsRock Cape Town
Executive Creative Director Anton Crone
Art Director Jenna Macgillivray
Released June 2009

Credits & Description

Category: Charities, Public Health & Safety, Public Awareness Messages
Advertiser: SAVE OUR SEAS
Product/Service: SAVE OUR SEAS
Date of First Appearance: Jun 5 2009 12:00AM
Executive Creative Director: Anton Crone (Saatchi & Saatchi)
Creative Group Head/Writer: Sammy-Jane Thom (Saatchi & Saatchi)
Art Director: Jenna Macgillivray (Saatchi & Saatchi)
Illustrator/Designer: Samantha O Donovan (Saatchi & Saatchi)
Production Manager: Yusuf Basadien (Saatchi & Saatchi)
Account Manager: Rayner Duveen (Saatchi & Saatchi)
Client: Lesley Rochat (Save Our Seas)
Media placement: Experiential - Shark Centre and Schools - 5 June 2009

Describe the objective of the promotion.
Educate school children about the importance of preserving our oceans’ ecosystems.

Describe how the promotion developed from concept to implementation
We wanted something that was a fun and interactive way for the kids to learn about the ocean's ecosystem when they visited the centre, but also something that would remind them of the message when they went back to their classrooms. So we developed a game that our client could use as an educational tool, but it was also fun for the kids and they got to take the game back with them.

Describe the success of the promotion with both client and consumer including some quantifiable results
Every month 1500 children benefit from interaction with Save Our Seas. The results from playing the game are immediate. In our AV you will see how the children engaged in a lively Q&A after the game, providing answers as to how we can help conserve our seas. Due to the monthly successes that client has experienced, they are in the process of producing thousands more sustainable units of the game for broader public consumption with profits going to research at Save Our Seas Foundation.

Explain why the method of promotion was most relevant to the product or service
Learning happens most effectively through interaction. The game is based on balance and uses a tower of wooden blocks, with various sea creatures printed on them, to represent the ecosystem. By removing one of the blocks (creatures) you could topple the tower (ecosystem) - then it's game over for us all!