Page 143 - FerMUN 2020 - Futurecasters Global Young Visionaries Summit, 8th-10th January 2020
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having  female  speakers  who  will  serve  as  an  example  for  the  girls  of  future
                              generations so that they do not give in to social norms,
                          b.  Establishing  partnerships  between  private  companies  specialising  in  the  field

                              and government-led civil society organizations in order to create a level playing
                              field for men and women; these companies will ensure that trainees are trained
                              in the importance of ICTs regardless of gender; in return, they will be awarded

                              a label by ITU and UN Women highlighting their contributions to bridging the
                              gender digital divide;


                   11. Encourages the implementation of a charity to help girls who cannot afford to access
                      ICTs, by:
                          a.  Organising a UN donation fund,
                          b.  Empowering girls with strong motivation to seek funding and pursue careers in

                              the ICT sector by providing the necessary resources and training,
                          c.  Encouraging and empowering schools to promote self-help through student-led
                              actions to raise money;



                   12. Proposes to change the population's mentality, through the use of video games, by:
                          a.  Developing  video  games  that  are  not  only  marketed  to  men  but  that  are

                              gender-neutral and can be used by either men or women,
                          b.  Promoting the investment of women in the video game world, in conferences
                              by bringing celebrities or world-renowned women's teams to show that women
                              also have their place in this world,

                          c.  Providing access to computers from an early age in order to stimulate women's
                              interest in this subject so that they can be more represented in the ICT sector,
                              which would allow them to have a say in the creation of video games,

                          d.  Inciting  large  video  game  media  companies  to  create  more  ungendered
                              content so that female players can enjoy themselves without being confronted
                              with stereotypes;
                          e.  Encouraging streaming and social media platforms to impose sanctions in the

                              case of cyber-harassment;



                   13. Invites the international community to fund technology-related programs in developing
                      countries; such programs should include but must not be  limited to:
                          a.  NGO programs training workers and students in the use of ICTs,









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