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Līla - the divine play!

An educational game in SRH that contributes towards reducing adolescent pregnancy, gender inequality, domestic violence, and sexual abuse.

Photo of Elisa Coronado Bonilla
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What problem does the idea help to solve and how does your solution work? (2,000 characters maximum)

1. The specific people on the move impacted: Boys and girls between the ages 10-15 whose families have been displaced due to violence, who have been abandoned, or who have been given up for adoption to a foundation, organization, and/or a government institution.

 2. The problem you are solving and some of the roots causes you believe are influencing this problem: In today’s world, where it’s common to see boys’ and girls’ bodies objectified, and where sexuality is based on distorted cultural stereotypes, the most vulnerable and underserved populations have little to no access to personalized tools that empower and help them make better decisions around their Sexual and Reproductive Rights. According to UNFPA’s “The Power of Choice: Reproductive Rights and the Demographic Transition” report (UNFPA, 2018), 62 per 1.000 young people between the ages of 15-19 have been pregnant in Latin America. This number exceeds the global average rate of 44 per 1.000 pregnant adolescents, and is only followed by 93 in East and Southern Africa, and 114 in West and Central Africa. In Colombia, according to the office of Forensic and Legal Medicine, 356 girls and adolescent women were assassinated in 2017; and in this same period of time, the Attorney General’s Office opened 64 underage femicide cases. 3. The solution to this problem and how that solution works: Lila: the Divine Play seeks to contribute towards reducing adolescent pregnancy, gender inequality, domestic violence, and sexual abuse rates in emerging countries. This is achieved with a table game that faces boys and girls with decisions that may bring them farther or closer to their expected life purpose by simulating situations in a set of familiar contexts (i.e. school, family, social, online) where key emotions and abilities common to pre-adolescence emerge. 4. Themes integrated that serve as its theoretical framework: Sexual and Reproductive Health, Gender Equality, Identity in Adolescence, Life Plan.

Geography of focus (500 characters)

In 2017, Latin America and the Caribbean registered the second highest rate of teenage pregnancies in the world, that is, an average of 38% of women in the region get pregnant before their 20th birthday. This situation has led the region to perpetuate intergenerational circles of poverty, reduce schooling levels and employment opportunities, induce smaller incomes and increase physical and emotional vulnerability specially for girls and women.

Building Bridges: What bridge does your idea build between people on the move and neighbors towards a shared future of stability and promise? (500 characters)

Meet people where they are: 1. Geographically: An easily portable game. 2. Socially-culturally: The game has the capacity to adapt to local/specific community codes depending on the context of implementation and creates the opportunity for cross-generational and cross-gender interactions and links. 3. Emotionally: It prioritizes universally known and easily assimilated emotions.

What human need is your idea solving for? (1,000 characters)

1. Joy: Girls and boys learn the meaning of this emotion and how it is related to their bodies, as well as understand other associated emotions such as: humor, optimism, pleasure, well-being, fun and calm. 2. Hope: Girls and boys can project a desired and possible future, as opposed to a pre-determined one based on their condition of being displaced, a refugee or a migrant. 3. Dignity: Girls and boys learn to value, admire, and honor their bodies, emotions and thoughts and are empowered to uphold their rights.

What will be different within the community of focus as a result of implementing your idea? (1,000 characters)

Lack of knowledge about Sexual and Reproductive Rights, gender-based roles, and socio-economic limitations when developing an identity, prevent girls and boys from equally aspiring to a shared future of stability, promise and lever social change. The game opens reflections around: decision-making in adolescence, understanding emotions, abilities to build a values-based identity, and the projection of a dignified future. It offers entertainment in moments of inactivity when creating or adjusting to a new life often feels difficult or impossible. The psycho-emotional journey around the ethos (possibility, abundance, essence and mastery) invite players to defeat limitations and see that humans share experiences committing to and caring about others, and overcoming personal doubts emerging from our fear of failure. Point gain/loss in gameplay helps measure decreases in cybersex bullying, slut shaming, adolescent pregnancy, and child sexual-physical abuse rates in target populations.

What is the inspiration behind your idea? (1,000 characters)

On December 4, 2016, Yuliana Samboní a 7 year old indigenous girl from Cauca, Colombia disappeared in one of Bogotás poorest neighborhoods only to be found dead after being kidnapped, raped and tortured by a 38 year old architect Rafael Uribe Noguera. The case is still under investigation by the authorities and evidenced how women and children are always disproportionately impacted in a country where 2.5 girls and boys are assassinated with up to 90% impunity when it comes to femicides. A sense of indignation from this case and the need to do something tangible to help children recognize their bodies, emotions, biological changes that come from adolescence, and how to manage relationships with adults from an early age, inspired us to design an educational, fun and easy to use Sexual and Reproductive Health educational game for teachers, parents or people in charge of foster and transition homes for children.

Describe the dynamics of the community in which the idea is to be implemented. (1,000 characters)

1. Pilot community: Preadolescent girls and boys between the ages of 10-15 at public schools in Bogota, Cartagena, Cali and foster/transition homes for girls and boys that have been separated from their families due to abuse or displacement caused by violence. 2. Target community: Colombia and other Latin American countries with high rates of adolescent pregnancy and femicides. 3. Perverse dynamics: Sexual education, particularly the recognition that emotional and corporal changes occur during preadolescence, is not reaching boys and girls in clear, direct, interesting or non-judgmental ways. Factors negatively impacting the ability of girls and boys to make decisions about their own bodies and those of others, include: lack of understanding of Sexual and Reproductive Rights; difficulty encountered by parents, teachers, and other significant adults in assertively communicating those changes; and easy access to pornography as an anonymous source of information.



How does your idea leverage and empower community strengths and assets to help create an environment for success? (1,000 characters)

In March and April 2019 and after 3 previous workshops done in 2018, we carried out 2 more in order to test 3 out of the 4 components of the game. The objectives where: 1. Identify contexts where keystone life situations occur in the lives of girls and boys; what they associate with success and happiness; understand the roles played by adults and the abilities that help guide them when they most need it. 2. Identify emotions that are both easy and difficult to make associations with; those that have the same meaning; those that are part of a basic emotion; and those that are totally new. 3. Identify the meaning or direct association between abilities present in each ethos.

What other partners or stakeholders will work alongside you in implementing the idea, if any? (1,000 characters)

Hogares Michín - Current. Public School Juan del Corral - Current. Bogota Mayor’s Office - Desired. Bogota Secretary of Education - Desired. Profamilia (leading organization in sexual and reproductive health issues in Colombia) - Desired. National Agency for Reincorporation - Desired. UNHCR Colombia - Desired.

What part of the displacement journey is your solution addressing

  • Being on the move, crossing borders, and/or temporarily settled

Tell us how you'd describe the type of innovation you are proposing

  • Product: A new or enhanced physical product that creates value for end beneficiaries

Idea Proposal Stage

  • Prototype: We have done some small tests or experiments with prospective users to continue developing the idea.

Group or Organization Name

ILA - Imaginación Latinoamérica.

Tell us more about your group or organization [or lived experience as a displaced person?] (1000 characters)

ILA - Imagination Latin America, is a consulting firm convinced of the power of co-creation and creative design to explain, inspire and give identity to ideas. With over 30 clients in the public and private sector in Colombia, Mexico, Argentina, Spain and the United States, ILA specializes in project development branding, visual communication and consulting services to social enterprises.
 Our team: Elisa Coronado - Strategic Planner 
Luisa Uribe - Sociological Research 
Laura Adiwasito - Political Scientist Catalina Torres - Psychologist 
Jerónico Ricco - Anthropological Research
 David Garzón - Industrial Design Our previous experience in sector: Juan Felipe Gómez Escobar Foundation, 2015. Inter-American Development Bank, 2015. Profamilia Colombia, 2016.
 Sexual and reproductive health organizations in Latin America and the Caribbean, 2019.

Website URL:

www.imaginacion.me

Type of submitter

  • We are a For-Profit Startup or Startup Social Enterprise

Organization Headquarters: Country

Colombia.

Organization Headquarters: City / State

Bogotá D.C.

Attachments (1)

lila_fieldwork.pdf

Fieldwork results, images, kids materials and insights.

4 comments

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Photo of Elisa Coronado Bonilla
Team

Hello Uchenna
Thanks a lot for your message, all comments and feedback are very important to us in the prototyping stage we're at. In the game, one of the four strategic themes is Gender Equality and in the beginning we thought about adding "Diversity and Inclusion" as well. Theoretically we decided to focus first on Gender Equality -given the impact of the subject in adolescent pregnancy- but it´s true that we need to incorporate an approach for girls and boys with disabilities and test in the workshops how they can relate to Diversity and Inclusion daily situations.
We totally agree that unfortunately kids with disabilities are more likely to experience adverse socioeconomic outcomes, discrimination, prejudice and a stigma that makes their human journey seems impossible.
Kindly!
Elisa

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