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She Tried To Make Good Video Games For Girls, Whatever That Meant
Companies fail all the time, but this… this was different. For Brenda Laurel, it was personal. Logistically, Purple Moon amounted to six years and $US40 million dollars spent on research where thousands of kids were interviewed and eight games were produced. Prior to 1996, when the company was created by Brenda Laurel, a pioneer extraordinaire within human-computer interaction fields, these kids had no voice.




















