GAME OVER
A transformation of the elderly's roles into disseminators to curb wildlife consumption
TYPE
Speculative Social Innovation
YEAR
2020
DURATION
16 weeks
ROLE
Research, Concept Development, Graphic Design, H5 Development, Event
TAGS
Speculative Design, Social Innovation, Service Design
Sparked by the COVID-19 outbreak and its links to the wildlife trade, GAME OVER investigates why game-meat consumption persists in parts of China — and finds it rooted in tradition, dietary therapy, and an older generation that is hard to reach through conventional campaigns.
Rather than lecturing the elderly, the project repositions them as disseminators: trusted voices who pass anti-consumption knowledge across generations. The result is a speculative service and event system that turns a stubborn cultural habit into a channel for change.
01START POINT — WILDLIFE TRADE02GAME CONSUMPTION03CONSUMPTION MOTIVATION04CONCEPT & SERVICE05EVENT & DISSEMINATION
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