Crowdfunding since 2010

We want to give clues on how to act and help a young person and how to talk about the violence.

There is a story of a girl named Malvina. She is thirteen years old, goes to school, likes to chat with her best friend Lizzie, fights with the boys at the villa, rides a bike, falls in love, quarrels with her elder sister, visits her grandfather like a Little Red Cap... But behind the apparent well-being lies a wild and terrible secret that Malvina is afraid to tell even to herself. Malvina is a victim of domestic sexualized violence.
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Funding period
3/26/24 - 7/31/24
Realisation
01.02.2024 - 31.07.2024
Funding goal: 20,000 €

We need EUR 20 000 to implement at least 4 more chapters of the game.

City
Berlin
Category
Games
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Primary sustainable development goal
5
Gender equality

What is this project all about?

Red Cap Must Cry is a social mobile AR game targeted towards teenagers aged 12-16. The inspiration for this project comes from the novel "Learning to Scream" ("Rotkäppchen muss weinen") by Beate Teresa Hanika.
At the base there is a story of a girl named Malvina. She is thirteen years old, goes to school, likes to chat with her best friend Lizzie, fights with the boys at the villa, rides a bike, falls in love, quarrels with her elder sister, visits her grandfather like a Little Red Cap... But behind the apparent well-being lies a wild and terrible secret that Malvina is afraid to tell even to herself. Malvina is a victim of domestic sexualized violence.

What is the project goal and who is the project for?

With the help of the unusual form of a digital project - mobile game - we want to expand the effect of the novel, bring this very important and painful topic that is quite often silenced in the society and tabooed to light. We want to give clues on how to act and help a young person who finds themselves in such a terrible situation, how to interact with this person, and how to talk about the violence.

Why would you support this project?

Violence targeting children can manifest in various ways, including physical, sexual, and emotional abuse, as well as neglect or deprivation. These acts of violence can occur within different settings, such as homes, schools, communities, and even online. According to WHO data in 2022 child abuse is often a hidden phenomenon. Only a small number of abused children receive support from medical professionals. International organizations estimate that, on average, around one of four girls and one of six boys worldwide experience some form of sexualized violence before they reach the age of 18.

How will we use the money if the project is successfully funded?

At the moment, we have implemented a demo version of the game, which you can download here. We are currently seeking funding for the full version, comprising 14 chapters in total. The estimated cost for each chapter is approximately 5,000 euros.

Who are the people behind the project?

We are an international team comprised of theatrical directors and producers, PR managers, activists, psychologists, and a technical team. Although we live in different countries, we are united by our belief in our idea and our desire to make an impact on issues.

Initially, this game is a co-production of:
HomoCosmos Independent Theatre Company that creates immersive, participatory, site-specific performances, and now also digital theatre projects, the central focus of which is the Human, body and corporeality, detabooisation of socially important topics and discussion of them with the means of art.

Oleg Hristolübskiy. Director, producer, screenwriter, concept-maker. Based in Berlin.
Director of documentaries and feature films. In the theatre, he works in the direction of site-specific theatre, installations, audio promenades and digital. In his creations, he relies on surreal images and visual metaphors. Music, song, rhythm means in his work a lot as well.

What are the sustainable development goals of this project?

Primary sustainable development goal

5
Gender equality

Why does this project contribute to this goal?

The game exposes the often concealed problem of sexualized domestic violence, emphasizing the vulnerability of both girls and boys. By citing international statistics, we underscore that sexualized violence against children is a global concern. The game encourages proactive action, providing guidance on how to help those in distress, contributing to a gender-sensitive response. Our ultimate goal is to contribute to reducing domestic violence by creating a safer environment for children.

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