Cannes Lions

Gift of the Ganga

LOWE LINTAS, Mumbai / LIFEBUOY / 2024

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Overview

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Credits

OVERVIEW

Background

Lifebuoy was born more than a hundred years ago to help people prevent infections. Armed with

a mission to "make cleanliness commonplace", Lifebuoy placed itself in the service of public

health, actively championing hygiene. Today, Lifebuoy is the world's number one-selling hygiene

soap brand.

Even though the world has changed dramatically with unimaginable developments in science, the

reality is that there continue to be numerous health and hygiene issues that plague humanity.

Brief: Urgent intervention in an area that is fast becoming a critical threat to public health in India

- plastic pollution in rivers and its linkage with dangerous bacteria. India’s most iconic and the

world’s third-largest river - the Ganga, flows through well-populated regions in India, providing

fresh water to millions. However, the river is also choked with plastic, making it a hotbed for

illness-causing bacteria.

The objective: Help clean up the Ganga and provide germ protection.

Idea

TURNING PLASTIC POLLUTION THAT’S BAD INTO GERM PROTECTION THAT’S GOOD.

We created Gift of the Ganga, a unique world in Minecraft, that replicated the famous Haridwar

bend of the river Ganges. The game-play was designed in 5 levels, with players needing to

collect floating plastic waste from the virtual river.

As much plastic as players collected in-game, Lifebuoy would collect equivalent plastic waste

ground, and upcycle it to create handwashing stations for under-served schools.

Transforming plastic waste, which is universally villainised, into a force for good hygiene. Also

providing tangible, real-world impact for virtual gaming, online.

Gift of the Ganga was designed as a world-class gaming experience, with high accuracy for

features of the real Ganga. Game levels were designed to reflect the impact of cleaning the river

of plastic on the waters of the river and fauna as well, while seamlessly integrating the message

of hygiene.

Strategy

We had three challenges:

1. The River Ganga is most sacred to all Hindus. How do we get people to clean up without

labelling it as unhygienic and polluted?

2. How do we get Gen Z - who are most passionate about causes - to participate but also help

create real impact, beyond the armchair activism they are so well known for?

3. How could we educate people on long-term behaviour change - to not throw plastic waste into

the river?

We turned to gamers. Scores of youths in both urban and rural areas spend hours behind the

screen playing online games like PUBG, Minecraft and Fortnite. They were knee-deep in

experiences that not only engage them but also offer social and emotional rewards.

Our strategy:

MAKE THE GANGA ACCESSIBLE TO GAMERS ALL OVER AND GAMIFY THE EXPERIENCE

OF CLEANING UP PLASTIC POLLUTION.

Execution

Lifebuoy created a unique world in Minecraft, replicating the Haridwar bend of the river Ganges.

The game was designed in 5 levels, and players were instructed to collect floating plastic waste

from the virtual river.

As the levels progressed, players could earn cool tools like fishing rods, turtle shells and boats to

help them in their tasks.

As the players proceeded to clean the virtual Ganga, they could also receive rewards – the water

got visibly cleaner and new fauna was reborn in the virtual river, reinforcing the message of

marine conservation.

This activity was kicked off on 21st April on the eve of World Earth Day.

The gameplay was designed on Minecraft (Java Edition) and was amplified on YouTube and

Instagram, as well as offline publications carrying the news.

While the activity was India-based, we had players from 14 countries participating in the game to maximise impact.

Outcome

Within 7 days of Gift of the Ganga going live, astounding results followed:

Business Objective results:

1. Total game logins: 4,545

2. Average time per player spent in-game: 32 mins 17 seconds. (In an era of ad-blockers, ad-skipping this is invaluable!)

3. Watch time: 752,000 hours (Almost 86 years)

Marketing Objective Results:

1. Media reach: 77+ Million

2. Impressions: 62.1 Million (YouTube)

3. Views: 5.7 million (YouTube)

4. PR Value: 77.9 Million

5. Positive brand mentions: Increased by 44 times!

Activity Objective Results:

1. People from across 14 countries joined in to play

2. Plastic items collected in Minecraft: 1.07M weighing 16.8 tonnes (approx)

3. Weight of plastic elements for on-ground collection: 16.8 tonnes (16,823kg).

4. 72 Handwashing stations constructed in 63 schools and counting.

Active participation from players online allowed for sufficient plastic to be collected in the

game. Enough for Lifebuoy to build handwashing stations for 100,000+ children.

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