Radio and Audio > Culture & Context
MULLENLOWE MENA, Dubai / MOBILY / 2021
Awards:
Overview
Credits
Write a short summary of what happens in the radio or audio work.
More than 93% of kids play video games. And with the pandemic, children are spending more time in their rooms and, consequently, gaming. Uncoincidentally, reports of online sexual abuse are emerging with unprecedented frequency around the world, with some perpetrators grooming hundreds and even thousands of victims.
With this in mind, we decided to make a small tweak in the usual gaming headsets and create a one-of-its-kind, innovative product, that modifies children’s voices so they sound significantly older. By doing this, we can mask their ages and identities, stave off predators who are looking for potential victims and transform normal headsets into conversation starters.
Because the only way we’ll end this issue is by talking to kids and making this a topic of discussion in every home.
Translation. Provide a full English translation of any audio.
English:
Dude, I got another crossbow, do you want it?
Arabic:
???? ?????? ?????? ??????
Please tell us about the social behaviour that inspired the work
The campaign simply wouldn’t exist if it wasn’t for a very strong social behaviour/gaming insight: that all gamers are constantly talking in online matches and you can single out who’s who from his/her voice.
Our idea is built on a deep understanding of the gaming world and how gamers play across the globe. It takes an insight and the functionality of a device (the headset) and gives it a fresh spin, adding new purpose to it and creating immense “talkability” off the back of this innovation.
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