Social Design
University Project
After some reflection on social issues present in our society,
I decided to address the problem of the addictive consumption of scratchcards.
Bearing in mind that this game profoundly affects the most vulnerable sections of the population,
Bearing in mind that this game profoundly affects the most vulnerable sections of the population,
with lower incomes and less education and is a serious public health problem,
I think it is relevant to portray this topic that is so present today and that affects thousands of families.
The objective will be to alert not only regular scratchcard consumers, but also any other player that if the scratchcard is played in an unbalanced way, it can cause serious health problems: “The problem of scratchcards goes beyond the game, with serious social risks associated with the game. its impact on the rise of abusive and pathological gambling.”
The layout of the scratchcard will follow the same graphic line as the current one, in order to be connected to it and so that the public recognizes it as such. However, there will be slight changes. These changes will be made in a satirical tone, in order to alert consumers. Then, the name of the scratchcard will change and other information will be altered, in order to highlight, once again, the addiction that scratchcards can bring, if consumed in excess.
CHANGED ELEMENTS:
Change of the name “raspadinha” to “tapadinha” in order to satirize the game itself and who plays it: with the excessive and addictive consumption of scratchcards, consumers end up becoming obsessed with it, completely losing control;
Phrases were created alluding to the consumption and spending of money, in scratchcards, in order to make the player reflect;
Informative notes, so that the player becomes aware of the money spent on scratch cards.
CHANGED ELEMENTS:
Simplification of information, in order to convey the intended message directly and to capture the player's attention;
Satirization of “game” for “addicted” and “holy home games” for “santa casa addicts”; Information, in an explanatory manner, of the consequences of the scratch card game;
Relationship of the amount of money that can be spent on scratch cards and, instead of being spent on these, where it could be invested. Some examples, in order to make the player reflect;
Simplification of information, in order to convey the intended message directly and to capture the player's attention;
Satirization of “game” for “addicted” and “holy home games” for “santa casa addicts”; Information, in an explanatory manner, of the consequences of the scratch card game;
Relationship of the amount of money that can be spent on scratch cards and, instead of being spent on these, where it could be invested. Some examples, in order to make the player reflect;
2021