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AUTHOR: Dr K. Wright | PUBLISHED: Sept. 21, 1999 | COMMENTS (20)

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In 1994, the first computer game targeted specifically towards preadolescent girls hit the shelves (Hawaii High: The Mystery of the Tikki, by Sanctuary Woods). This started the "girls games movement:" the creation of computer games for a young female market (1). Since 1994, the girl games movement has gathered strength, proving that a viable young female gaming market does exist. In 1995, there were approximately ten games aimed at girls between the ages of 4 and 14 on the market; by the end of 1998, there were approximately 65 varieties of girl games for sale (2). Examples of girl games include Purple Moon's Rockett series, Smarty (Rhinestone Publishing), Lets Talk about Me Some More (Girl Games), Nancy Drew Secrets can Kill (HerInteractive), and Mattell's line of Barbie games. Mattell's Barbie titles capture the majority of the market (3). For example, Barbie Fashion Designer sold more than 500,000 copies in its first two months of sales (1).

Girl Game Companies Owned by Women
Many of the companies that produce girl games are owned and managed by women. These entrepreneurs noted the lack of games designed with females in mind, and are concerned by the fact that many more boys play computer games than girls. They hope to help close this gap, and capitalize on the untapped female market, by making games that appeal to young female interests (1, 4, 5). In order to discern what those interests are, many of the creators of girl games have conducted extensive market research.


"Lets Talk About Me Some More" from Girl Games

Market Research
Research on girls' experiences with technology, and their feelings about computer games, has yielded the following findings. Young girls dislike intense competition (6, 5), and find typical computer games to be boring (5). Some studies found that girls dislike violent and aggressive game themes (7), while other studies show that girls are simply bored by violent games due to their repetitious nature (4, 6). Girls reportedly complain about the lack of game characters they can identify with, and the lack of story or narrative (5). On the basis of findings such as these, researchers hypothesize that girls enjoy games that include many different activities, social interaction on the screen and between players, challenges (6), group problem-solving and cooperation, and realistic game settings as opposed to fantasy settings (7). Based on the results of this market research, many of the girl games come in pink and purple boxes, and are focused on things such as shopping, popularity, fashion, friendship, secrets, dating, health and physical fitness.



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