Staff Reporters
3 days ago

A new game makes tricky talks about boundaries and respect feel easy

An effort by DDB Melbourne.

Healthy relationships start with healthy boundaries. That’s the central message behind Comfort Zone—a new board game designed to help young people explore their own limits.

Developed by Our Watch, Australia’s leading organisation in the prevention of violence against women, together with DDB Group Melbourne, Comfort Zone tackles the crucial topics of emotional boundaries, consent, and respect, giving young people a practical and engaging way to reflect on what these mean in their own lives.

Its a straightforward game that helps spark open, judgment-free conversations. The campaign extends online with a TikTok filter, a digital version and a podcast-style TikTok series that brings celebrities and creators into the conversation. 

Episodes feature a mix of personalities: from Heartbreak High’s Bryn Chapman Parish and Sherry-Lee Watson, to AFL teammates Josh Rachele and Jake Soligo, and influencer couple Taz and Alessia. These unscripted chats reveal just how personal and varied comfort zones can be, and why discussing them matters.

A campaign video explains how to play, while a short social film shows real friends engaging with the game.

 
“Healthy relationships start with healthy boundaries," says Our Watch CEO Patty Kinnersly. "By helping young people understand what’s okay and what’s not, they can enter relationships knowing their ‘comfort zone’ and how to respond if something doesn’t feel right.”
 
“Young people don’t want to be lectured, but they do want to talk," adds DDB Group Melbourne executive creative director Giles Watson. "While disguised as a game, Comfort Zone is a powerful tool designed to change behaviour.”
 
The long-term goal is to bring Comfort Zone into classrooms as part of respectful relationships education and give teachers a practical tool to foster honest conversations
 
Campaign’s take: Comfort Zone takes a direct, practical approach to some of the toughest topics for young people—boundaries, consent, and respect. By gamifying these conversations and meeting young people on platforms they use, it removes stigma and makes important discussions easier to start. The use of celebrities and influencers will broaden its reach and relevance. Campaign success will ultimately depend on how deeply the game is integrated into real-world settings, but this is a smart, timely initiative with real potential for impact.
 
CREDITS
 
Client: Our Watch
Creative agency: DDB Group Melbourne
Production: DDB Group, Melbourne’s Maker Studios & Whistle Design Group
Media agency: Atomic
Talent management: Mango Communications

 

Source:
Campaign Asia

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