Rationale
The purpose of this project is to create awareness for technology addiction especially video games for The Centre for Addiction and Mental Health (CAMH) which is Canada's largest mental health and addiction teaching hospital, as well as one of the world's leading research centres in the area of addiction and mental health.
This campaign speaks directly to the target audience in their own tech language through mediums such as print posters with barcodes and online quiz info kit. The challenge is that the audience does not yet realize that it is a form of addiction and is slowly causing them damage. Hence, this campaign will walk them through the key points they can relate to and eventually lead them to a reward at the end, just like a game, but in real life rather than the virtual world. The reason for structuring the campaign this way is because I understand that one cannot teach them to stop suddenly. It has to be done in an efficient way by engaging them in several continuous physical and social activities.
I hope you will like my project.