How might girls lead as much
as they
play in the world of gaming?

Building a More Inclusive Digital Future
UNICEF Office of Innovation / Game Changers Coalition

CHALLENGE

Today, girls represent half of all gamers around the world, but only a quarter of coders. Despite investment in girls’ skills development and in STEAM, few opportunities exist for adolescent girls around the world to transfer these skills to a career in the gaming industry.

Girls are players, not yet leaders.

FIRSTHAND INSIGHT

A girl-centered approach to reimagining  gaming is only possible when they have a seat at the table to be exposed to new opportunities and participate in dreaming up new possibilities. The approach is naturally gender-transformative, as adolescent girls recognize the need to involve boys in initiatives early-on and to actively shape the future of the industry. 

Girl-centered approaches are inherently inclusive.

Co-create a roadmap for an inclusive digital future.

SOLUTION

UNICEF Innovation’s Game Changers Coalition and Firsthand hosted a 2 day workshop in Stockholm, Sweden, gathered 50+ industry professionals and 8 adolescent girls (between the ages of 15 and 21) from around the globe. The purpose was to develop a roadmap to a more inclusive digital future and continue to shape the values and activities of the Game Changers Coalition with inputs from the room.

OUTPUT

In just 2 days, participants moved from a blank slate for their involvement in the Game Changers Coalition to 3 focused pillars with relevant activities under each. A formal launch event taking place in 2024 will expand and clarify their programming and build an online, asynchronous curriculum for adolescent girls and educators. 

FIRSTHAND PROVIDED: Workshop design, facilitation, workshop synthesis, campaign architecture 

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