The brief asks for a campaign with a digital aspect to engage the "switched on" generation with the issues in WWF's Living Planet Report in a way that gets people involved in combating threats to the planet. The proposed concept is an augmented reality game called Earth Mark 2 that informs players about ecosystems while allowing them to take sustainable actions in real life for in-game currency through scanning codes with a mobile app. Scanning codes on certified sustainable products and transportation tickets would encourage sustainable living. The game aims to communicate the Report's message about overconsumption in a positive tone to motivate real change among the target 14-24 year old audience.