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Half the Sky Movement

"The Half the Sky Movement is cutting across platforms to ignite the change needed to put an end to the oppression of women and girls worldwide, the defining issue of our time. "

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"Women hold up half the sky." - Mao Zedong

Half the Sky: Turning Oppression into Opportunity for Women Worldwide is a book written by journalists Nicholas D. Kristof and Sheryl WuDunn which brings to light the inequality and violent treatment of women, but has since become a worldwide movement. The book prompted a four-hour television series on PBS that documented the lives of women and girls living in ten different countries including Cambodia, Kenya, India, and Sierra Leone. WIth the help of A-list celebrity, the series revealed the horrors of violence and inequality that plague low-income urban cities, but also the efforts that are working to improve lives and empower women.

The website has a wealth of knowledge about women's inequality and the ways that Half the Sky is working to educate and bring solutions to many communities. One unique part of the website is a game that seeks to raise awareness and funds to empower women worldwide. A description of the game from the Facebook page:

"Half the Sky Movement: The Game is the first Facebook game with direct virtual to real-life translation; the tasks and issues portrayed in the game all have a real-world equivalent in donations and social action opportunities. Players will embark on a global journey which begins in India, and moves on to Kenya, Vietnam, and Afghanistan, ending in the U.S. Along the way, players will meet different characters and take action in a very simple way by unlocking funds from the game’s sponsors to make direct impact. For example, players can collect books for young girls in the virtual world and then activate a real-life donation of books to Room to Read (total of 250,000 books). Players can also choose to make personal donations to any of the game’s non-profit partners at any point throughout the game. NGO partners include the Fistula Foundation, GEMS, Heifer International, ONE, Room to Read, the United Nations Foundation, and World Vision."

This sparks the question:
How can gameplay bring people of all ages from around the world together to achive a common goal?

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