The Ask
Help create a game that would spark “fearless communication” between families and friends (even strangers!) that could help fight teen suicide.
The Result
A party game designed to break down barriers and generate fearless conversations with the goal of helping to end teen suicide. The game is used in schools, youth groups and by therapists across the country and was even featured on Good Morning America.
What We Did
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Brand Identity
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Creative Development
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Production
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Design
The Game That Goes There
Sometimes “going there” can be hard. Whether you’re the one experiencing a mental health crisis or the friend who sees the struggle but doesn’t know the right question to ask. That’s where the Game That Goes There comes in. Because it turns out that when we do go there, and we don’t have to go there alone, we might actually realize that our scary thoughts are more common than we think. And we might even learn how to put language behind something that’s been really weighing on our shoulders.
This is the Game That Goes There. To those unmentionable dark places in our brain we’d rather not visit. Don’t worry though. You won’t be going there alone. The more people who go there, the less scary it becomes. Prepare to be a little uncomfortable, a lot open-minded and above all else, real AF.
The most important rule: Be honest. And don’t be a jerk.
The second most important rule: You only have to go there if you want to.
Each round of play has a Thought Reader who selects a card from one of the three decks: Kinda Going There, Almost Going There and We’re Going There. The Thought Reader reads the prompt, then all the other players answer the prompt on their thought bubble pads. The Thought Reader collects all the answers, reads them all aloud, and then players take turns guessing who wrote which thought. If they’re correct, they get to keep that thought bubble and play passes to the next player. If they are wrong, play passes. By the end of the round, there should be a single Thought Bubble remaining and that player gets to keep the prompt card.
At the end of the game, there is a ritual destroying of all the thought bubbles! Maybe you safely light them all on fire! Or put them down the garbage disposal. Either way, a collective, cathartic letting-go of all the dark thoughts is the perfect way to end the game.
We also designed some cool merch for both the game and for the LIV Project, all with a mental health theme!