Four BREAKAWAY game animated characters
project

Breakaway

format
Video Game
location
Global Guatemala
BREAKAWAY , an innovative video game and mobile app launched in 2010, used football (U.S. soccer) as a backdrop to address violence against women, bullying, and gender equality. Players navigated the game as custom avatars, with off-field choices influencing their on-field performance. Paired with a supplemental curriculum and in-person camps, it has successfully reached youth around the world, sparking important conversations through interactive play.
“I would like to congratulate Population Media Center and Champlain College. I am very proud that this game came a long way and it’s been implemented throughout the world.”
– Aminata Touré,
Former Prime Minister of Senegal
Watch Aminata's Full Statement
BREAKAWAY has shown me that it is not about how good your soccer skills are. It is about attitude, teamwork, and determination. What you do when you are not on the pitch is important as well.”
– Foluso, 13,
England
“We were able to see the players have a better understanding of gender rights and why girls have the right to play and be equal as boys.”
– Mahmoud Jabari,
BREAKAWAY South Africa Team Leader

Making A Difference

BREAKAWAY, PMC’s innovative video game, addressed harmful social norms for all players. To extend the impact, youth camps began in June 2012 in the city of Hebron in the West Bank. Over the years, a variety of camps and gameplay in 150 countries increased participants’ awareness, knowledge, and attitudes regarding gender inequity and gender-based violence.

Breakaway Trailer

Featured Testimonials

Listen to people first-hand, including the former Prime Minister of Senegal, talk about PMC’s innovative video game, BREAKAWAY.
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BREAKAWAY Facilitator’s Guide

In addition to the free mobile game, a premium and packaged facilitators guide was available. Intended for educators, coaches, and others who worked with youth aged 8-15 in both school and non-school settings to navigate the game in a group environment allowing youth to reflect on their experiences. The facilitator’s guide included: group physical activities, discussion questions, activity sheets ranging from word searches to creating rap lyrics to comic strips, and game screenshots that identified both positive and negative moments in the game related to the issues.

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