Summary
The Instituto Ambiente em Movimento (Environment in Movement Institute) has been established in 2009 by university students to promote environmental education. One of the means they use is a theatre play called 'From the Beginning to the End of the World', in which two characters, a primitive man and a youngster of our times, reflect on environmental issues. IAM developed a computer game also called 'From the Beginning to the End of the World', featuring the most important challenges that our species is facing at the beginning of this century. For the development of the computer game they raised funds by organising a series of theatre plays in public and private schools. The complete tour lasted about 3 months, with 1 month of pre-production.
Tips and lessons learned
IAM would do a number of things differently in relation to project management and marketing, perhaps allocating specific resources to the medium-term unfolding and sustainability of its actions. Moreover IAM is making its management style increasingly collaborative and has joined the Corais Platform, a public and open platform for general consultations, and sharing knowledge with any person who accesses this site.
Review by Wilde Ganzen Foundation
In this innovative fundraising action the content of the campaign and the project in need of funding are closely interrelated. Perhaps that accounts for the success of this action, that will be repeated, increasing the range of products connected to socio-environmental services.
Details
Short description of the organisation the funds were raised for
The Instituto Ambiente em Movimento (Environment in Movement Institute) has been established in 2009 by university students to promote environmental education.
Short description of the project or programme the funds were raised for
Funds for environmental education were raised by organising a series of theatre plays in public and private schools.
Objectives
Fundraising to develop a computer game with an environmental content. The game, created by young people for young people, was distributed to schools in the public network free of charge.
Targeted donors
Children, teenagers, young people, students, teachers and educators.
Results
Cost/benefit |
National currency (R$ |
Euro |
Total amount raised |
3,500 |
1,082 |
(-) Total amount invested |
1,100 |
340 |
Net amount raised |
2,400 |
742 |
Result comments
IAM reinforced its institutional links and expanded their relationships with public institutions with these actions.
The digital game which was generated by the project became a product that was provided by IAM on several occasions and was the target of extensive internet searches by teachers, educators, young people and children.
The game is available for free download on IAM's site, as well as major sites which store games and programmes. This generated an audience of more than 2.000 gamers.
The game was subject to unsolicited journalistic articles in magazines and on blogs, generating spontaneous media attention.
Description of preparatory work
Preparing the proposal, planning, gathering information on partners, joint meetings and pre-production.
Description of implementation
Preliminary meetings were held to prepare the proposal, followed by confirming partnerships with institutions and schools during 5 working days.
Plans to repeat the action
IAM plans to repeat the action, increasing the range of products connected to socio-environmental services.