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2nd MenEngage Global Symposium 2014 (November 10-13, New Delhi, India)
Engaging Youth as
Champions in Ending
Violence Against
Women & Girls
Ann DeMarle
demarle@champlain.edu
http://breakawaygame.champlain.edu
1. Awareness
2. Personal
accountability
3. Attitude & behavior
Change
4. Advocate for change
Goals:
Behavior Shift
Why a game?
Powerful Form of
Experiential Learning
• Identification with characters
• Role playing real life situations
• Active decision making = critical thinking
• Reflection & storytelling
Sabido
Methodology
• Entertainment Education
for Social Change
• Role Modeling:
• Positive
• Negative
• Transitional
• Narrative 70/30 rule
• Player becomes the Transitional Character.
• Interactivity leads to decision-making.
• Player experiences cause and effect.
49% 18 years or under
31% female, 64% male
88% more positive choices
Facilitator’s Guide
The Camp Model:
Hebron, Palestine
The Camp Model:
Hebron, Palestine
Respect changes attitudes
Respect changes attitudes
Respect changes attitudes
“It has shown me that it is not about how good your soccer
skills are. It is about attitude, teamwork & determination.
What you do when you are not on the pitch is important as
well.”
—Foluso, age 13, England
“I told my friends about how great this
game is & I shared with them that
violence against women is negative &
how to make right decisions.”
—Haroun, age 12, Hebron
Sonsonate,
Facilitator
Training &
Youth Camps
Nov. 21-28, 2013
Facilitator Training &
Youth Camps in
Sonsonate, El Salvador
Game Play
Learning activities
Reflective dialogue
Research partner:
Dr. Hua (Helen) Wang
Event-based time diaries and
participatory sketching
Gamification strategies and
Facebook insights
Analytical sample AM camp group PM camp group
N (Sample Size) 83 38 45
Age
Range 7-18 7-15 8-18
Median & Mode 12 12 12
Mean 11.94 11.50 12.29
Standard Deviation 2.30 2.56 2.05
Sex
Boys 40 20 20
Girls 29 11 18
Unknown 14 7 7
Research participants
Character Identification
• bad
• selfish
• rude
• friendly
• kind
• nice
• Helpful
• happy
• enthusiastic
86.4%
88.3%
86.5%
Character Identification
30
86.8%
participants
demonstrated
considerable
empathy and
sympathy
toward Hanna
I’m hurt
Draw a
picture of
Hanna to
show how
she might
feel in this
situation.
Participant
Responses
I don’t know why they do not allow
girls play if we are all equal.
Oh! Tal is so rude! I want to play.
Change behavior
(n=100)
e.g., “Stop bullying!”
Negative personality
(n=25)
e.g., “You are rude!”
Harmful consequences
(n=8)
e.g., “You hurt people’s
feelings!”
Reasons to change
(n=6)
e.g., “It’s important to
respect girls!”
Write a letter to Tal
136 statements
Responsible members of society
Understand that we are all equal
Always together and strongly united
We always think before we act
We are tired of the lack of equity working together
Equity we will achieve
We are always proud of equality
(translated from Spanish)
Acrostic Poems
turned into Rap
respectful
kind
honest
generous
Participant
Word Art
87.7%
Completely agree
1.8% Disagree
The GREAT
DEBATE:
Can a girl be on a
soccer team?
10.5%
Conditionally agree
Learning Practical Strategies
about VAWG
39
Get the hell out Raina!
What, no way!
Calm down, boy, everybody can play.
Draw an example
of bullying (verbal,
physical,
psychological) that
you have learned
from
BREAKAWAY and
how to deal with it.
Participant
Responses
“You are ugly !”
I will try to ignore her
“Why you say that ?”
we stop violence and leave discrimination in the past!!!!!
nobody likes me
because she looks nice.
what's more, quit bothering
her,
She doesn't even hang out
with
you or do anything to you.
yeah, she's such an ugly girl.
oooh, so gross. this girl –
don't talk to her
N = 56, Range =1 ~ 29, M = 17.86, SD = 6.25
On average, campers chose more female player stickers
than male player stickers although the difference was not
statistically significant
MF = 8.11 vs. MM = 7.64; t(55) = .57, p = .57
Girls chose significantly more female player stickers
MF = 10.65 vs. MM = 5.70; t(22) = 4.81, p < .001
Boys chose significantly more male player stickers
MF = 6.64 vs. MM = 10.04; t(27) = -3.83, p = .001
These patterns were consistent between AM and PM camps
Empowerment
Open to change
Sticker Sheets
Camps: 4.90
Facilitators: 4.66
Other
participants: 4.66
• 60 posts regarding the El Salvador youth camps (51 of them during
the trip)
• These photos and short videos created a spike in the daily number
of page likes. Some of these posts reached not just hundreds but
thousands of Facebook users.
• Max = 2,333; M = 379.47
• The most popular video was played almost 100 times.
• Altogether in 3.5 months, the BREAKAWAY camp posts gained
• 1,308 likes, 177 shares, and 198 comments;
• Engaged 4,420 Facebook users
• On a daily basis, an average of 77 Facebook users (including
over 60 from
Latin America/El Salvador)
• Some trained local facilitators became the most enthusiastic fans on
BREAKAWAY Facebook page and started self-organization for
future training and youth camps
• Sabido Methodology can enhance the design of social impact games
through role modeling and narrative engagement
• Deep learning and positive change can occur in a friendly social environment
facilitated by trained group leaders and peer-to-peer discussions
In summary, BREAKAWAY game and youth camps in El Salvador
• showed great potential for effective early intervention about VAWG and
promoting gender equality among youth
• served as catalyst to stimulate social interactions and indigenous initiatives
in the local communities
For more information: http://breakawaygame.champlain.edu
To play the game & download the Facilitator Guide:
http://www.breakawaygame.com/
Conclusion:
Acknowledgements
2nd MenEngage Global Symposium 2014 (November 10-13, New Delhi, India)
Engaging Youth as
Champions in Ending
Violence Against
Women & Girls
Ann DeMarle
demarle@champlain.edu
http://breakawaygame.champlain.edu

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DeMarle Breakaway: Changing Violence Against Women and Girls-2014 Results

  • 1. 2nd MenEngage Global Symposium 2014 (November 10-13, New Delhi, India) Engaging Youth as Champions in Ending Violence Against Women & Girls Ann DeMarle demarle@champlain.edu http://breakawaygame.champlain.edu
  • 2.
  • 3.
  • 4. 1. Awareness 2. Personal accountability 3. Attitude & behavior Change 4. Advocate for change Goals: Behavior Shift
  • 5. Why a game? Powerful Form of Experiential Learning • Identification with characters • Role playing real life situations • Active decision making = critical thinking • Reflection & storytelling
  • 6. Sabido Methodology • Entertainment Education for Social Change • Role Modeling: • Positive • Negative • Transitional • Narrative 70/30 rule
  • 7. • Player becomes the Transitional Character. • Interactivity leads to decision-making. • Player experiences cause and effect.
  • 8.
  • 9.
  • 10.
  • 11. 49% 18 years or under 31% female, 64% male 88% more positive choices
  • 17. Respect changes attitudes “It has shown me that it is not about how good your soccer skills are. It is about attitude, teamwork & determination. What you do when you are not on the pitch is important as well.” —Foluso, age 13, England “I told my friends about how great this game is & I shared with them that violence against women is negative & how to make right decisions.” —Haroun, age 12, Hebron
  • 19. Facilitator Training & Youth Camps in Sonsonate, El Salvador
  • 23.
  • 25. Event-based time diaries and participatory sketching
  • 27. Analytical sample AM camp group PM camp group N (Sample Size) 83 38 45 Age Range 7-18 7-15 8-18 Median & Mode 12 12 12 Mean 11.94 11.50 12.29 Standard Deviation 2.30 2.56 2.05 Sex Boys 40 20 20 Girls 29 11 18 Unknown 14 7 7 Research participants
  • 29. • bad • selfish • rude • friendly • kind • nice • Helpful • happy • enthusiastic 86.4% 88.3% 86.5% Character Identification
  • 31. I’m hurt Draw a picture of Hanna to show how she might feel in this situation. Participant Responses
  • 32. I don’t know why they do not allow girls play if we are all equal.
  • 33. Oh! Tal is so rude! I want to play.
  • 34. Change behavior (n=100) e.g., “Stop bullying!” Negative personality (n=25) e.g., “You are rude!” Harmful consequences (n=8) e.g., “You hurt people’s feelings!” Reasons to change (n=6) e.g., “It’s important to respect girls!” Write a letter to Tal 136 statements
  • 35. Responsible members of society Understand that we are all equal Always together and strongly united We always think before we act We are tired of the lack of equity working together Equity we will achieve We are always proud of equality (translated from Spanish) Acrostic Poems turned into Rap
  • 37. 87.7% Completely agree 1.8% Disagree The GREAT DEBATE: Can a girl be on a soccer team? 10.5% Conditionally agree
  • 39. 39
  • 40.
  • 41. Get the hell out Raina! What, no way! Calm down, boy, everybody can play. Draw an example of bullying (verbal, physical, psychological) that you have learned from BREAKAWAY and how to deal with it. Participant Responses
  • 42. “You are ugly !” I will try to ignore her “Why you say that ?”
  • 43. we stop violence and leave discrimination in the past!!!!! nobody likes me because she looks nice. what's more, quit bothering her, She doesn't even hang out with you or do anything to you. yeah, she's such an ugly girl. oooh, so gross. this girl – don't talk to her
  • 44. N = 56, Range =1 ~ 29, M = 17.86, SD = 6.25 On average, campers chose more female player stickers than male player stickers although the difference was not statistically significant MF = 8.11 vs. MM = 7.64; t(55) = .57, p = .57 Girls chose significantly more female player stickers MF = 10.65 vs. MM = 5.70; t(22) = 4.81, p < .001 Boys chose significantly more male player stickers MF = 6.64 vs. MM = 10.04; t(27) = -3.83, p = .001 These patterns were consistent between AM and PM camps Empowerment Open to change Sticker Sheets
  • 46. • 60 posts regarding the El Salvador youth camps (51 of them during the trip) • These photos and short videos created a spike in the daily number of page likes. Some of these posts reached not just hundreds but thousands of Facebook users. • Max = 2,333; M = 379.47 • The most popular video was played almost 100 times. • Altogether in 3.5 months, the BREAKAWAY camp posts gained • 1,308 likes, 177 shares, and 198 comments; • Engaged 4,420 Facebook users • On a daily basis, an average of 77 Facebook users (including over 60 from Latin America/El Salvador) • Some trained local facilitators became the most enthusiastic fans on BREAKAWAY Facebook page and started self-organization for future training and youth camps
  • 47. • Sabido Methodology can enhance the design of social impact games through role modeling and narrative engagement • Deep learning and positive change can occur in a friendly social environment facilitated by trained group leaders and peer-to-peer discussions In summary, BREAKAWAY game and youth camps in El Salvador • showed great potential for effective early intervention about VAWG and promoting gender equality among youth • served as catalyst to stimulate social interactions and indigenous initiatives in the local communities For more information: http://breakawaygame.champlain.edu To play the game & download the Facilitator Guide: http://www.breakawaygame.com/ Conclusion:
  • 49. 2nd MenEngage Global Symposium 2014 (November 10-13, New Delhi, India) Engaging Youth as Champions in Ending Violence Against Women & Girls Ann DeMarle demarle@champlain.edu http://breakawaygame.champlain.edu

Hinweis der Redaktion

  1. In 2010, together with the UNFPA and Population Media Center, we created BREAKAWAY: a free-online game to address violence against women and girls.
  2. It is an official tool of the UN’s UNiTE campaign.
  3. BREAKAWAY was developed by over 120 student developers and volunteers under the guidance of the gender specialists at the UNFPA, experts at PMC, and faculty at Champlain College in Burlington, VT,. After three years of development, the game was released in 13 episodes and in 4 languages. It has been played online in over 180 countries.
  4. Many programs focus on victims. From the start the project took on a different tack - to change the attitudes & behavior of men and boys. It is designed to educate during the critical social development years of pre- and early teen years — 8-15.
  5. Why a game? Video games are a medium that speaks directly to boys. Games are powerful learning tools because of their experiential nature. Players become their characters and make active decisions. Players experience and recall the game as if it is real.
  6. BREAKAWAY’s solution also depends on a behavioral methodology developed in Latin American proven to be effective when used in radio & television: the Sabido methodology. In Sabido the main character faces a dilemma and other characters model negative and positive behavior. However the goal is 70% entertainment, 30% message.
  7. Joining games & Sabido produces brings unique strengths for social change
  8. BREAKAWAY’s solution is based on the age old dilemma of peer pressure - who do you side with & who will hang out with you? The game system is based on an interactive storyline and a series of skill-building mini-games (shooting, defending, tackling). Choices in these determine the player and his team’s chances at winning the longer play soccer matches.
  9. As the player, you make choices on how to treat the female characters in the narrative. These decisions determine which team mates you practice with and therefore what soccer skills you learn from your team mates. Literally you can not win the game if you do not become a champion for the girls in the narrative.
  10. In BREAKAWAY, the issue of violence against women is never explicitly conveyed & it does not demand the boys to take on adult violence. In fact to the boys, our players, the theme is soccer. Created for global distribution BREAKAWAY was launched with the 2010 World Cup. International soccer star, Samuel Eto’o is the game’s spokesperson and a walk-on character in the game – a true role model and champion!
  11. After three years of development, the game was released has been played online in over 180 countries. Of those players: • Age: 49% age 18 or under  • Gender Breakdown: 31% female, 64% male, 5% do not report gender • Over 88% of players made more positive choices than negative choice
  12. The team also developed a free online Facilitators Guide to enable classes, teams, and youth groups to incorporate the game into their educational programs. It increases the reflective capacity of the game experience and brings forward support systems for change within real life.
  13. In the summer of 2011, one of my students Mahmoud Jabari successfully organized and ran a suite of BREAKAWAY summer camps for over 120 youth in the divided West Bank city of Hebron. Even though the camp facilitators disagreed as to the role of women in society, they agreed to one key concept – respect for each other’s opinions.
  14. Some children in the camp disagreed so forcefully with even the idea of girls being able to play sports that they would not attend discussions or activities – that is at first. They continued to play BREAKAWAY and drawn in by soccer and the game narrative and the
  15. respectful approach of the facilitators, these children changed their attitudes
  16. and behavior – to the point of actually playing soccer alongside the girls.
  17. So in November of last year, we partnered in El Salvador with the UNDP, the University of Sonsonate and the Municipalities of Sonsonate to offer facilitator training and youth camps. Sonsonate has one of the highest per capita rates of femicide in the world.
  18. In El Salvador we trained 45 Facilitators - and over 70 children participated in the youth camps.
  19. The camp model was been fine-tuned and includes: Game play
  20. Learning activities that reinforce the concepts in the game’s episodes.
  21. and reflective dialogue that builds on personal experiences.
  22. Hannah and Tal and Reina, connect to their lives
  23. During the camps we conducted a research study on efficacy with Dr. Hua (Helen) Wang of the University of Buffalo. Dr. Wang is an expert in media studies and particularly in regards to media for social change.
  24. The study consisted of event-based time diaries and participatory sketching as well as
  25. Gamification reward strategies and Facebook insights
  26. The study looked at if the participants correctly Identified the characters as negative or positive through symbols and words. Write an adjective to describe each character. Draw  or  to indicate ANY character(s) you don't like ( ) or you like very much (  ) Draw an arrow from Tal pointing to Zak and draw a  or ☺ next to the arrow to indicate if you disapprove (  ) or you approve ( ) the way Tal has been treating Zak. Draw an arrow from Tal pointing to Zak and draw a or ☺ next to the arrow to indicate if you disapprove (  ) or you approve ( ) the way Tal has been treating Hanna. Study ID: 11B Translation: coach: good/ Tal: bad/ Zak: friendly, gentile/ you: happy, affectionate, friendly/ Hanna: ?, motivated, ? Rational: This drawing includes every element we required.
  27. The youth correctly identified the negative and positive characters.
  28. And 86% demonstrated sympathy to Hanna – one of the female characters being harassed and bullied by Tal.
  29. Here are some examples: Draw a picture of Hanna to show how she might feel in this situation. Add a bubble to show what might be going through Hanna's mind. Study ID: 31A Caption: I'm hurt Rational: This drawing demonstrates Hanna’s emotion.
  30. Draw a picture of Hanna to show how she might feel in this situation. Add a bubble to show what might be going through Hanna's mind. Study ID: 12A Caption: I don’t know why they do not allow girls play if we are all equal. Rational: This drawing shows Hanna’s cognitive process.
  31. Draw a picture of Hanna to show how she might feel in this situation. Add a bubble to show what might be going through Hanna's mind. Study ID: 10A Caption: Oh! Tal is so rude! I want to play. Rational: This drawing points out Tal’s behavior as well as Hanna’s feeling.
  32. The participant’s wrote letters to Tal.
  33. And created acrostic poems about the issue of VAWG
  34. As well as word art about the characters: Study ID: 29A (upper left), 35A (middle left), 27A (lower left), 07B (upper middle), 34A (lower middle), 18B (upper right), 31A (middle right), 37B (lower right) Caption: 29A (upper left): respectful Zak 35A (middle left): Tal selfish 27A (lower left): amazing 07B (upper middle): Zak – kind 34A (lower middle): Tal selfish / Zak friendly / Raina sensitive 18B (upper right): Zak - honest 31A (middle right): Tal selfish 37B (lower right): generous Rational:
  35. The participants learned valuable practical strategies for dealing with violence against women and girls. In this image from the game, TAL bullies Hannah…
  36. And as illustrated in this screen: Zak models positive behavior
  37. The Facilitator guide contains information and strategies for Facilitators such as FLOAT developed at Colorado University, Human Development and Family Studies for dealing with bullies.
  38. Draw an example of bullying (verbal, physical, psychological) that you have learned from the BREAKAWAY game and how to deal with it. Study ID: 37A (upper), 09B (lower) Caption: 37A (upper): Get the hell out Raina ! What, no way! Calm down, boy, everybody can play 09B (lower): Tal "get out of here” Hanna "why do you treat me like this, Tal?” Zak "leave her alone” Hanna "thanks” Zak "you're welcome" Rational: All five drawings depict bystanders defending the victims. 11A, 37A and 09B are from the game.
  39. Draw an example of bullying (verbal, physical, psychological) that you have learned from the BREAKAWAY game and how to deal with it. Study ID: 05B (top), 16A (bottom), 16A (lower left): "You are ugly !/Why you say that ? I will try to ignore her” 05B (upper right): Yahix "don't bother her" / Tal "shut up" / Raina "don't you dare insult me” Rational: These drawing represent different types of bullying and strategies in dealing with bullying.
  40. Draw an example of bullying (verbal, physical, psychological) that you have learned from the Breakaway game and how to deal with it. Study ID: 11A (middle) Caption: 11A: INTIMIDATOR "yeah, she's such an ugly girl. oooh, so gross. this girl - don't talk to her” TARGET - "nobody likes me” DEFENDER - " because she looks nice. what's more, quit bothering her, She doesn't even hang out with you or do anything to you.” CAPTION: we stop violence and leave discrimination in the past!!!!! (another slide) 37A (upper right): Get the hell out Raina ! What, no way ! Calm down, boy, everybody can play 09B (lower right): Tal "get out of here" Hanna "why do you treat me like this, Tal?" Zak "leave her alone" Hanna "thanks" Zak "you're welcome” Rational: All five drawings depict bystanders defending the victims. 11A, 37A and 09B are from the game.
  41. Sticker Sheets: The youth picked male or female stickers of soccer players as rewards for completing the workbooks or activities. When these were tallied, girls chose more female stickers, yet boys also chose female stickers. This demonstrated that though the game was designed for boys, the responses from the stickers showed that the game empowered girls and left boys open to change.
  42. The participants rated the experience on a five start scale with the camp receiving a 4.9! A collection of the words from there responses in describing the camps speak for themselves – the experience changed lives – learning respect for girls and boys.
  43. The BREAKAWAY Facebook page grew during the camps and continues to have a following today: 60 posts regarding the El Salvador youth camps (51 of them during the trip) These photos and short videos created a spike in the daily number of page likes. Some of these posts reached not just hundreds but thousands of Facebook users. The most popular video was played almost 100 times. Altogether in 3.5 months, the BREAKAWAY camp posts gained 1,308 likes, 177 shares, and 198 comments; AND Engaged 4,420 Facebook users, On a daily basis, an average of 77 Facebook users (including over 60 from Latin America/El Salvador), Some trained local facilitators became the most enthusiastic fans on BREAKAWAY Facebook page and started self-organization for future training and youth camps
  44. In 2019, together with the UNFPA and PMC, we created is BREAKAWAY: a free-online game to address violence against women and girls.