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Bitget backs UNICEF games scheme for Cambodian girls

Mon, 12th Jan 2026

Bitget has expanded its partnership work with UNICEF in Southeast Asia, backing digital skills programmes for adolescent girls that use video game development as a route into coding and other technology-related learning.

The initiative sits within UNICEF's Game Changers Coalition. UNICEF designed the coalition with and for girls and young people. It offers hands-on experience in coding, storytelling, design and financial literacy concepts.

UNICEF and its partners have framed the work as a response to persistent gaps in access to technology education. The organisations point to structural barriers for girls and women in technology fields. Those barriers include limited access to digital skills training, professional networks and new technology tools.

Bitget supports the coalition alongside the Global Video Games Coalition and Micron Foundation. UNICEF said the backing will scale youth-centred digital learning programmes.

Cambodia focus

The coalition has a presence in Cambodia, where students have taken part in game creation and pitching events. UNICEF said video game development has served as an "unexpected entry point" for skills linked to the digital economy.

Bitget Chief Marketing Officer Ignacio Aguirre visited Cambodia and met teachers and students involved in the coalition. The visit also included time with one of Cambodia's winning teams from the first global UNICEF Game Jam.

The UNICEF Game Jam took the form of a virtual hackathon. It connected young creators from eight participating countries in the coalition. UNICEF said Cambodia secured four of the seven global award categories.

"I am inspired by the determination and talent I have seen from the young people in Cambodia. At Bitget, we believe that everyone should be equipped to take part in the digital world, from coding and design to emerging fields like blockchain. I am excited to see this generation of young digital creatives sharpening their skills to help shape an inclusive, equitable and prosperous digital future," said Ignacio Aguirre, Chief Marketing Officer, Bitget.

Learning journey

UNICEF described an intergenerational exchange during the Cambodia activities. Participants shared their creative processes and discussed the cultural and community influences behind their games.

A 16-year-old participant described the course content and team-based working. UNICEF identified her as Rachna from Takeo province. UNICEF said she belonged to Green Ever, a winning team in the global UNICEF Game Jam.

"Aside from learning how to write code, we learned how to draw, how to develop storylines, find solutions when we encounter problems, and study to understand those problems step by step. We also learned how to work in teams and understand each other much better. Before taking part in Game Changers, I thought games were only for entertainment. Now I see they can solve real problems. I want to keep building things that make life better for my community," said Rachna.

In Phnom Penh, UNICEF and the Cambodian Ministry of Education, Youth and Sport co-hosted a National Game Jam. UNICEF said more than 600 students took part. It said more than 65 percent were girls. UNICEF said the participants were aged 10 to 18 and came from 14 schools across 11 provinces.

UNICEF described a six-week tailored learning journey before the students showcased and pitched their original games. It said a jury of experts reviewed the projects. It said the games drew on students' personal experiences and on issues affecting their communities.

Digital inclusion

UNICEF's Representative in Cambodia linked the programme to global participation in the digital economy. He also described the approach as a way to reach students outside major centres.

"Every year, millions of girls around the world miss out on opportunities in the digital economy because they lack access to the skills and networks needed to thrive. In Cambodia, innovative learning approaches like video game development are breaking barriers and driving digital inclusion and confidence in our students, regardless of their gender. Young people, including those from hard-to-reach areas, are discovering that they belong in these spaces and that their ideas matter," said Dr. Will Parks, UNICEF Representative in Cambodia.

A senior official at the Cambodian Ministry of Education, Youth and Sport described the initiative as part of a wider national direction for digital learning. The official also framed the work as a way to narrow gender gaps in digital education.

"This initiative places girls at the centre of Cambodia's digital transformation. It empowers them to become creators, innovators, and leaders in the digital age by eliminating gender gaps in digital education and ensuring equitable access to modern learning opportunities. Through coding, problem solving, and teamwork, girls build critical thinking, leadership, and digital literacy skills that prepare them to contribute meaningfully to national development. The girls who design games today are the future software engineers, digital entrepreneurs, and technology leaders who will drive Cambodia's social and economic progress," said H.E. Dr. Kim Sethany, Permanent Secretary of State of the Ministry of Education, Youth and Sport.

Coalition growth

UNICEF said the Game Changers Coalition has a global target of reaching 1.1 million people across twelve countries by 2027. UNICEF said it forms part of its broader ambition to expand learning and skills-building opportunities for girls. UNICEF said the coalition continues to grow with support from governments, civil society and private-sector partners.