BREAKAWAY TOOLKIT



Download the BREAKAWAY Facilitator's Guide:


Play the BREAKAWAY Facilitator's Edition of the Game:


BREAKAWAY is more than just a game! Designed for educators, coaches, and others who work with youth aged 8-15 years in school and non-school settings, the Facilitator’s Guide acts as another tool in your toolkit to effectively share the message of BREAKAWAY. The guide will enhance the experience and provide an opportunity for more thought about Violence Against Women and Girls.


A “Facilitator’s Edition” of the game is made available to you as a tool to easily prepare for your sessions with youth or to go through with participants together during a session. The Facilitator’s Edition of the BREAKAWAY game provides options for a facilitator to move more rapidly and selectively through the story. These extra features include: the ability to jump to any episode without playing through all prior episodes; the ability to move past the football-oriented portions of play without having to succeed; and the ability to reverse any decision after seeing the consequences.


Facilitators are provided with:

  • Learning goals for each playbook
  • A story summary for each episode with images from the game (You do not have to play the game yourself to take advantage of this opportunity to learn through BREAKAWAY, although you may find it helpful.)
  • Callouts next to the story summary which highlight instances of VAW/G and positive behavior as they occur in the story (for Facilitator reference - not to be read aloud with story to participants)
  • Suggested group activities that relate to the story and VAW/G
  • Suggested questions for discussion (for multiple maturity levels)
  • Supplemental printable activity pages related to the story
  • Estimated times for discussion and activities
  • Game character profiles (bios) that can be shared with participants
  • Tips for using the game as a tool and for advising youth in playing the game
  • Resources with more in-depth information on the issue of VAW/G and related issues

A brief assessment tool is also provided in the Facilitator’s Guide. The development team would sincerely appreciate your feedback!

The students, staff and faculty of Champlain College’s Emergent Media Center (EMC) in Burlington, Vermont in partnership with Population Media Center (PMC) are developing Breakaway through the sponsorship of the United Nations Population Fund.


This project is part of the worldwide fight against poverty, hunger, disease and environmental destructionthrough attainment of the United Nations Millennium Development Goals . Those eight goals are:

  • End Poverty and Hunger
  • Universal Education
  • Gender Equality
  • Child Health
  • Maternal Health
  • Combat HIV/AIDS
  • Environmental Sustainability
  • Global Partnership

Breakaway is a game that offers youth the chance to discover how to become a champion. The game offers an engaging and fun way to develop successful intrapersonal skills that can end poverty. Through the game, the player encounters real life situations that resonate with a teen’s experience such as peer pressure, competition, collaboration, teamwork, bullying and negative gender stereotypes. Breakaway gives the player choices that allow them to make decisions, face consequences, reflect, and practice behaviors in a game and story format that relies on:

  • United Nations Population Fund toolkit of culturally-sensitive approaches;
  • Sabido methodology of entertainment-education;
  • FIFA (Federation Internationale de Football) "Fair Play" rules.

The player becomes a teen intent on transforming into a winning football player. Gameplay is based on football performance and on navigating community-based relationships. The player experiences diverse viewpoints and perspectives. To be replayed multiple times with different endings, the player is challenged to make complex decisions that influence the future of the team, his family, and the larger community. Choices made determine player success at winning the game. The player discovers the causative effect of personal choice—creating an arena where individual change from within can happen. Reliant on game principles and demographic research, conflict, competition, reward systems, action and exploration are key factors of the design. Adapting the Sabido methodology, they employ positive and negative role modeling, cliff-hangers, and time for reflection on important issues.


To learn more about the organizations that created the game:

To learn more about the project: