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Purple Moon
Purple Moon was an American developer of girls' video games based in Mountain View, California. Its games were targeted at girls between the ages of 8 and The company was founded by Brenda Laurel and others, and supported by Interval Research.[4] They debuted their first two games, Rockett's New School and Secret Paths in the Forest, in Both games were more or less visual novels and encouraged values like friendship and decision making. Purple Moon's games were part of a larger girl games movement in the s,[5] initiated largely by the surprise success of Mattel's CD-ROM game Barbie Fashion Designer.[6]
Laurel based her game design on four years of interview research she had done at Interval.[7]
An associated website, rushbrookrathbone.co.uk, featured characters from the games and allowed users to trade virtual items. Some items arose from brand partnerships with companies such as Bonne Bell and SeaWorld. Children were required to have parental consent (email or verbal) in order to register on the site.[8]
Purple Moon's games faced some criticism such as claims that they perpetuated gender stereotypes and ethnic stereotypes.[9][10]
The company folded in spring of and was bought out by Mattel, creators of Barbie, one of the most famous and well-known franchises aimed at young girls.[2] Mattel kept Purple Moon's website running for a while but did not develop any further products.
In a interview, Laurel said that "In a way, the need for the kind of cultural intervention we made with Purple Moon no longer exists, in that girls and women are full participants in the world of computer-based interactivity, but we still have a problem with female designers getting their work out there. And there are many genres and areas of interest for girls and women that remain untouched. Heroes like Tracy Fullerton (USC), danah boyd (now at Microsoft, I believe), Justine Cassell (Northwestern) and Henry Jenkins (founder of the Comparative Media Studies program at MIT and moving now to USC) keep the flame burning for women in gaming."[11]
Works[edit]
- Rockett series
- Secret Paths series
- Other games
References[edit]
- ^Takahashi, Dean (19 Feb ). "Purple Moon Ceases Operations Amid Tough Rivalry From Barbie". The Wall Street Journal. Retrieved 17 May
- ^ abcHarmon, Amy (22 March ). "With the Best Research and Intentions, a Game Maker Fails". The New York Times. Retrieved 16 May
- ^Laurel, Brenda (). "New Players, New Games". Retrieved 16 May
- ^Gurak, Laura J. (). Cyberliteracy: navigating the Internet with awareness. Yale University Press. p. ISBN.
- ^Richard Colby; Matthew S. S. Johnson; Rebekah Shultz Colby (20 March ). Rhetoric/Composition/Play through Video Games: Reshaping Theory and Practice of Writing. Palgrave Macmillan. ISBN.
- ^Laurel, Brenda (). Utopian Entrepreneur. MIT Press. ISBN.
- ^Laurel, Brenda (). "Technological humanism and values-driven design". Conference on Human Factors in Computing Systems: doi/ ISBN.
- ^Riedman, Patricia (27 April ). "Purple Moon Courts Sponsors: Girls Site Balances Revenue Needs with Children Privacy Issues". Advertising Age. Retrieved 17 May
- ^Huang, Amy; Ring, Ashley; Toich, Shelley; Torres, Teresa (15 March ). "Purple Moon: Thanks but No Thanks for Rockett's New School". GREAT: Gender Relations in Educational Applications of Technology. Archived from the original on 3 April Retrieved 17 May
- ^Eisenberg, Rebecca (13 February ). "Girl Games: Adventures in Lip Gloss". Gamasutra. Retrieved 16 May
- ^McManus, Emily (2 March ). "We brought girls roaring into the online game space: Brenda Laurel Q&A". TED Blog. Retrieved 16 May
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