31 YEARS CELEBRATING THE POWER OF IDEAS
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Corporate Name of Client: Deutsche Telekom
Media Company: MediaCom Dusseldorf, Germany
PR / Marketing Company: Proud Robinson, United Kingdom
PR Founder: Ben Robinson
PR Associate Director: Lucy Boyd
Agency Account Executive: Clare Shaw
Agency Account Director: Sam Grischotti
Agency Account Managers: Matilda Jones/Marta Jales
Agency Planners: Charlie Brenninkmeijer/Jimmy Elston
Agency: Saatchi & Saatchi, London
Global Chief Creative Officer: Kate Stanners
Executive Creative Directors: Rob Potts/Andy Jex
Group Creative Directors: Jason Romeyko/Vasillije Corluka
Creative Directors: Will John/Franki Goodwin
Copywriters: Will John/Franki Goodwin/Rob Watts
Art Directors: Will John/Franki Goodwin/Rob Watts
Agency Producer: Laszlo Bederna
Project Manager: Amie Mills
Technical Creative Director: Matt Hyde
Technical Director: Hugo Scott-Slade
Landscape Artwork: Tristan Menard
App Production Company: Glitchers, London
Developer/Game Design: Andy Barnard
Game Design Director: Max Scott-Slade
Creature Design/3D Modelling & Texturing: Zhivko Terziivanov
UI Design: Patrick Schofield
Senior Designer: Bruno Di Lucca Goncalves
Designers: Daniel Reeve/Barbara Gaiarim/Daniel Gomes
Production Companies: BUF, Paris/Unit Media, London
Director: Bibo Bergeron
Animation Company: BUF, Paris
Sound Design Company: Grand Central, London
Sound Designers: Aaron Taffel/Tim Garrett
Deutsche Telekom’s fundamental belief is that “Life is for sharing.” Memories and the people we share them with are what truly matter. Dementia is the single biggest threat to this belief –destroying those memories. It is the next global health crisis; affecting 47.5 million worldwide and tripling by 2050. Despite the size of the problem, dementia research is generations behind that of Cancer. It was clear that dementia research was in desperate need of a new way of thinking. Our objective was to dramatically change the way research was done by enticing people to volunteer information and time, rather than traditional costly, time consuming lab-based research. The insight that people spend 3 billion hours a week gaming, increasingly on mobile, lead us to the question, could a mobile game be the way to get the data that researchers need? Our ambition was simple yet revolutionary: seamlessly integrate science and gaming, so that helping researchers fight dementia became less about clinical trials and more about chasing sea creatures. The biggest obstacle to fighting dementia is that there is no way to make an early diagnosis, but one of the first cognitive functions that dementia sufferers lose is navigational skill – which is also a popular game genre. The challenge was to balance user engagement and scientific utility, capturing the equivalent lab-based data, hidden within an addictive mobile game. New smartphone and touchscreen technology allowed this to happen, for scientists to conduct mobile clinical trials. In doing so we will create the world’s largest benchmark for navigation covering gender, age and location worldwide. This seismic shift in data collection entirely depended on the innovations of the smartphone technology that we have in our pockets.