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What Happened to Purple Moon Games for Girls?

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Manage episode 522434774 series 2486058
Content provided by KQED. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by KQED or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

Editor’s note: We updated one line to add context about a character in one of the Purple Moon games, which may affect how the character is understood.

Thirty years ago, video games were predominantly marketed to boys. Nintendo and Sega ran TV ads featuring boys proclaiming how “awesome” and “powerful” the latest system was. And the biggest computer games tended to revolve around male-coded activities like shooting or combat. But in the late ‘90s, a small indie game studio called Purple Moon set out to change that — creating story-rich, emotionally complex games designed to welcome girls into the world of computers.

In this episode, Close All Tabs producer Maya Cueva looks back on her own childhood experience with Purple Moon and talks with founder Brenda Laurel about the company’s legacy, its impact on girls in tech, and how it all came to an abrupt end.

Guest:

Brenda Laurel, interactive games designer, creator and founder of Purple Moon

Further Reading:

The ‘Girl Games’ of the ’90s Were Fun and Feminist — Drew Dakessian, WIRED

Conscious UX: Leading Human-Centered Design in the Age of AI: Designing the Future of Artificial Intelligence with Compassion, Inclusion, and Openness — Rikki Teeters, Don Norman, Brenda Laurel

Brenda Laurel — Christopher Weaver, Smithsonian Institution, Lemelson Center for The Study of Invention and Innovation

Trailblazing Women in Video Gaming: Meet the Pioneers Who Shaped Design History — D.S. Cohen, Lifewire

Read the transcript here

Want to give us feedback on the series? Shoot us an email at [email protected]

You can also follow us on Instagram

Credits:

Close All Tabs is hosted by Morgan Sung. This episode was reported and produced by Maya Cueva and edited by Chris Hambrick and Chris Egusa. Original music, including our theme song, by Chris Egusa. Additional music from APM. Audio engineering by Brendan Willard. Audience engagement support from Maha Sanad. Jen Chien is our Director of Podcasts. Katie Sprenger is our Podcast Operations Manager. Ethan Toven-Lindsey is our Editor in Chief.

Learn more about your ad choices. Visit megaphone.fm/adchoices

  continue reading

65 episodes

Artwork
iconShare
 
Manage episode 522434774 series 2486058
Content provided by KQED. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by KQED or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

Editor’s note: We updated one line to add context about a character in one of the Purple Moon games, which may affect how the character is understood.

Thirty years ago, video games were predominantly marketed to boys. Nintendo and Sega ran TV ads featuring boys proclaiming how “awesome” and “powerful” the latest system was. And the biggest computer games tended to revolve around male-coded activities like shooting or combat. But in the late ‘90s, a small indie game studio called Purple Moon set out to change that — creating story-rich, emotionally complex games designed to welcome girls into the world of computers.

In this episode, Close All Tabs producer Maya Cueva looks back on her own childhood experience with Purple Moon and talks with founder Brenda Laurel about the company’s legacy, its impact on girls in tech, and how it all came to an abrupt end.

Guest:

Brenda Laurel, interactive games designer, creator and founder of Purple Moon

Further Reading:

The ‘Girl Games’ of the ’90s Were Fun and Feminist — Drew Dakessian, WIRED

Conscious UX: Leading Human-Centered Design in the Age of AI: Designing the Future of Artificial Intelligence with Compassion, Inclusion, and Openness — Rikki Teeters, Don Norman, Brenda Laurel

Brenda Laurel — Christopher Weaver, Smithsonian Institution, Lemelson Center for The Study of Invention and Innovation

Trailblazing Women in Video Gaming: Meet the Pioneers Who Shaped Design History — D.S. Cohen, Lifewire

Read the transcript here

Want to give us feedback on the series? Shoot us an email at [email protected]

You can also follow us on Instagram

Credits:

Close All Tabs is hosted by Morgan Sung. This episode was reported and produced by Maya Cueva and edited by Chris Hambrick and Chris Egusa. Original music, including our theme song, by Chris Egusa. Additional music from APM. Audio engineering by Brendan Willard. Audience engagement support from Maha Sanad. Jen Chien is our Director of Podcasts. Katie Sprenger is our Podcast Operations Manager. Ethan Toven-Lindsey is our Editor in Chief.

Learn more about your ad choices. Visit megaphone.fm/adchoices

  continue reading

65 episodes

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