Bold Female Empowerment Campaigns

The Canadian National Film Board's 'Draw Me a Penis' Has a Twist

'Draw me a Penis' is a campaign by the Canadian National Film Board that advocates for equality in an unconventional way. Partnering up with advertising agency Rethink, the video comments on the popularity of phallic imagery in public bathrooms and the scarce depiction of drawings of the clitoris. It truly is an interesting and bold way of engaging the topic of inequality.

The campaign also is intended to raise awareness and educate audiences about "female sexual satisfaction, as well as the role of the clitoris." Along with the video, the Canadian National Film Board collaborates with students from Université du Québec à Montréal on a five-minute game called 'Clit-me.' The application encourages users to "experiment with various gestures in-app to figure out how to satisfy a clitoris."

Female Empowerment Campaigns
The rise in bold and unconventional campaigns to advocate for gender equality and female empowerment presents an opportunity for companies to align their branding with social causes.
Sexual Education and Empowerment
The 'Draw Me a Penis' campaign and 'Clit-me' game highlight the need for better sexual education and awareness, opening up possibilities for disruptive innovations in the healthcare and education industries.
Inclusive Advertising
As society becomes more aware of inequalities and social issues, the demand for inclusive and diverse advertising increases, presenting an opportunity for companies to differentiate themselves and appeal to younger generations who prioritize social responsibility.

Who This Affects Most

Advertising
The 'Draw Me a Penis' campaign demonstrates the power of unconventional advertising and the potential for companies to use their platforms to advocate for social causes.
Healthcare
The 'Clit-me' game highlights the need for better sexual education and healthcare resources, presenting an opportunity for companies to innovate and improve the industry.
Education
The development of the 'Clit-me' game by Université du Québec à Montréal demonstrates the potential for education institutions to use technology in innovative ways to improve learning and understanding of complex topics such as sexual education and empowerment.
SCORE
2.7 out of 10
GENDER
30% Men70% Women
MARKETTop markets: North America
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 19%
Activity 53%
Freshness 8%

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