• ZEVEN GMBH

Mobile 8bit Game for Law Firm


When a lawyer is admitted as a partner in a law firm, usually only a press release or a card is sent out. This has several disadvantages: it is often dull and interchangeable, and it ends up in the trash bin.


A computer game has a few decisive advantages. Not only is there no problem with the waste paper. The game is also a lot more fun. And, not insignificantly for public information: it generates attention and triggers engagement on social media channels such as LinkedIn.


zeven proves that this communication can also be done differently with the game "Litigation Land" for Schweiger Advokatur/Notariat. The admission of Manuel Inderbitzin as a partner of the law firm was communicated cross-medially including a game. An unusual communication channel for the industry. But: "I remembered," says Dirk of Zeven, "a statement by Albert Einstein: 'For an idea that does not first seem insane, there is no hope'".



"This development is also a first for us, but why shouldn't we be able to do it?" says Rob of zeven. Besides, Dirk, who describes himself as a nerd and likes maths, sudokus and quantum physics, has already designed several web and mobile games and implemented them with developers.



The client is thrilled: Not only is the form of communication unconventional and on the pulse of the times, "Litigation Land" also does away with a widespread cliché. Rob says: "I think lawyers are an industry that often pretends to be more serious than it takes itself. That's why this game is a perfect example of an extremely fine sense of self-mockery."





Other industries also have games like "Litigation Land" on their radar. Even before the launch, clients from other industries contacted zeven and signalled their interest in this channel. No wonder: for all those who work with the public, it is a truism that if you want to generate attention, you have to leave the beaten track.



But implementation is often lacking enough. Yet, says Dirk, video games could be used as communication channels for many industries. That would be a forward-looking strategy: according to "Statista", around 34 per cent of today's 12 to 19-year-olds play computer games at least several times a week or even daily - and mainly on their smartphones. They are the customers of tomorrow.


The obvious question: Isn't that incredibly expensive? Not necessarily, the costs depend on many factors. "But you can say that it is usually cheaper to realise than many customers think," says Dirk - in zeven's case, of course, thanks to a creative and development team at the Cape Town site. "I think we can inspire many more clients with such ideas and projects." A careful formulation: there are already very concrete enquiries. Which means something like: The games may begin.


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