Conservation Gaming Campaigns

Minecraft's Update Aquatic Helps Players Support Real Oceans

Minecraft recently launched Update Aquatic, making it possible for players to create incredible builds underwater and encounter a wide variety of sea life—some of which are friendly and others that are not.

To celebrate the in-game update, Minecraft teamed up with Rabahrex, Logdotzip and Stacyplays for a much greater mission that brings awareness to real-life environmental concerns over the destruction of coral reefs from overfishing, climate change and pollution. Minecraft's 'Coral Crafters' project involved making sculptures from BioRock, a material that promotes the growth of coral at a rapid pace. Additionally, donations to The Nature Conservancy’s ocean-saving cause take place when players choose to build with coral in the new Update Aquatic or purchase custom in-game content.

Conservation Gaming Campaigns
The use of gaming platforms to raise awareness and funds for environmental causes presents an opportunity for brands to engage younger audiences in social impact initiatives.
Interactive Educational Entertainment
The trend of games combining education and entertainment can be leveraged by companies to increase engagement and knowledge retention by users.
Virtual Social Activism
Virtual activism offers a means for people who may not have the resources to take direct action in-person to engage with causes that matter to them, and presents a new opportunity for brands to engage with socially conscious consumers.

Sectors Adopting This

Video Game
Video games companies can increasingly incorporate corporate social responsibility into gameplay through partnerships that contribute to social impact causes.
Environmental
Businesses in the environmental industry can leverage engaging campaigns to gather support and awareness for real-world environmental problems, and raise funds for conservation efforts.
Non-profit
Non-profit organizations can increase engagement for their causes with popular and interactive platforms like video games, encouraging participation and donations to their initiatives.
SCORE
1.0 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 3%
Activity 18%
Freshness 8%