Gaming & Virtual Worlds Jury
- D&AD Awards 2025
Brand messaging delivered via gaming platforms and virtual worlds. Includes games created for desktop, web and mobile; gamevertising; and immersive interactions for virtual spaces, web 3.0 and the metaverse.
Physical games, such as puzzles and board games, should be entered into Graphic Design.
NoneHave a look at the subcategories below and download the entry kit for more information.
Visit D&AD Awards for translated versions.
Subcategories
You can enter your work in the following subcategories.
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7101 - Brand Experience
Experience-led brand activations created for web, mobile, gaming platforms and virtual worlds. Includes the creation of digital destinations, virtual concerts, stage performances, festivals, fashion shows, motor shows, theme parks, escape rooms, race tracks, film screenings, tutorials and city tours. Virtual experiences that are linked to physical activations in the real world are also eligible. -
7102 - Brand Integration
Creative integration of a brand within a virtual environment or narrative. For example, bespoke gaming storylines and reward videos, digital out-of-home placements, skins, wearables and gamification components. -
7103 - Brand Partnership
Partnerships with individuals or organisations in a virtual world that facilitate connection between a brand and its target audience. Includes sponsorships, co-creation of virtual goods and collaborations with athletes, professionals, industry experts, influencers, gamers and streamers. Unofficial partnerships are also eligible. -
7104 - Educational Experience
Branded or brand-funded experiences taking place in virtual worlds, that have been explicitly designed to have an educational purpose, or which have incidental or secondary educational value. Includes web-based games, workshops, tutorials and simulators. -
7105 - Esports
Multiplayer-video gaming played competitively for spectators, typically by professional gamers. Includes esports-styled events. -
7106 - Use of Avatars
The use of avatars in gaming and the metaverse to drive native commerce opportunities or generate brand awareness for a real-world product. Includes branded digital items that are available to earn or buy, either in-game or direct-to-avatar, such as wearables, skins and digital collections. -
7107 - Use of Data
Gaming experiences that are brought to life through the use of data, to deliver a personalised experience for the user or to generate insights for the brand. Includes geolocation and personal data. -
7108 - User Participation
Virtual activations where the success of the idea relies on coordinated user participation or user generated content. For example, building teams, playing with other users, entering competitions, designing and sharing virtual products, or mobilising users to achieve a common goal. -
7109 - Use of Live Stream
The use of live streamed media simultaneously recorded and broadcasted via a game or virtual world that enables users to interact with each other and a brand-led activity in real time. -
7110 - Use of Emerging Technology
The use of emerging technologies to create a single or multi-player gamified experience, primarily focused on elements of play and fun, to bring a brand or product to life in the real world. Includes the use of AI, AR, VR or MR to blend real and virtual worlds, and applications across web 3.0 and the metaverse. -
7111 - Trailers
Trailers for new games and virtual world experiences. -
7112 - Audio-Visual Craft
Audio and sound design, and/or film craft, for gaming-specific audio-visual content that is created to deliver a brand's message or new gaming product. This includes, but is not limited to, trailers, series, and original music.