Culture+Jam



Screwed Life Avatars a.k.a Sonia, Rhianna and Upasna have undertaken a responsibility to reduce online gaming addiction. We have tried to reach out to the gamers especially the Second Life gamers to create an awareness of the negative effects.
 * Initial Motto:**

For the purpose of this project Sonia, Rhianna and Upasna posed as Second Life gamers and interacted with the players online. We tried to find out the reasons why people joined Second Life. We wanted to investigate the root cause of people joining this game with a virtual aspect. In our research we found out people who joined Second Life are the ones that are either frustrated with their own lives or need some form of entertainment in their life. Some people also joined the game to gain sexual pleasures and satisfy their fantasies which are otherwise unsatisfied or maybe illegal in the real world.
 * Method:**

The Screwed Life team tried to reason with people and explain to them the mishaps of this game. We tried to influence the gamers and create awareness by chatting with the gamers in Second Life. Despite our tries and persuasion players rejected the notion of quitting the game.
 * Experiment:**

The Screwed Life team finally decided to adjust their target audience to the families of the gaming addicts. The people who play Second Life do not realize what happens behind them in the real world. The family members of the gamers start to miss out on their loved ones, who seems to be too busy in a virtual world of their own. We want to talk to the family and friends of these gamers and influence and help them to help their loved ones. We want to reach the gaming addicts by reaching their family members.
 * Revised Motto:**

We want to reach the families of the gamers by using the largest and most popular medium: MEDIA. We have made use of music and television. We created a rap song and an advertisement. These videos hopefully also influence the players of the game as well.
 * Our Approach:**