Illustration
by Mandy Catalano and Oates
Five
years ago, I co-founded Purple Moon, a company devoted to making
interactive media for little girls. It was a dream come true.
Throughout my then-twenty years in the computer game business,
I had ached for a chance to create alternatives to the chasing,
shooting, fighting, exploding, hyper-male world of games. Why
werent there any computer games for girls? And why did I
end up losing my job every time I suggested it? It couldnt
be just a sexist conspiracy. The boys game business was
worth $6 or $7 billion; surely even the most virulent sexist in
Silicon Valley would be perfectly happy to reap the corresponding
billions from girls if he could figure out how to do it. Nor was
the male culture of computer games simply an artifact of the history
of the industry. Something more complex and subtle was going on,
and I knew it had to do with the construction of gender embedded
in every aspect of our lives in play, identity, work, technology,
and business.
I
worked for some of the most powerful companies in the business
Atari, Activision, Epyx. Until 1992, a girls games
business wasnt even a twinkle in anyones eye. Traditional
marketing wisdom in the game industry held that girls werent
a "viable segment." In fact, they wouldnt even
constitute a "niche market." Everyone knew that girls
simply didnt like computer games and wouldnt play
them. Examples would be trotted out as proof. My favorite was
Barbie, published in 1985 by Epyx for the Commodore-64.
Barbie was at the mall, shopping for the right outfit to wear
on her date with Ken. Now, "everyone knows" that girls
arent good at shooting games, so the designers reasoned
that the game should make it easier for them. The brilliant solution:
make projectiles that move slowly. And so it was decided
that the action component of the game would consist of throwing
marshmallows. "You see," the game execs would say, "they
did everything right, but sales were dismal." Therefore you
cant sell computer games to girls. Ergo hoc, propter
hoc.
The
truth was that from its inception, everything about the computer
game industry actively excluded girls. The games were filled with
violent action and grisly imagery. They were available only in
quintessentially "male" spaces like dark, noisy, smelly
arcades or the aisles of computer and electronics stores. Advertisements,
commercials, and packaging featured only male players. And thats
just the obvious stuff. Given all these barriers, who knew if
girls and women would play computer games or not? Were there intrinsic
gender differences that caused females to be repelled by computer
games? How should we understand the exceptions games that
attracted a higher than usual percentage of female players, like
Pac Man, Mario Brothers, and Tetris? What would
it take to design a computer game that a large number of girls
really liked?
I
finally got a chance to ask the right questions in 1992, when
I persuaded Interval Research to hire me to direct a research
project about girls, play, and technology. I wanted to figure
out why girls werent gamers, and I wanted research results
that were actionable. I didnt just want to study
the problem, I wanted to do something about it. Everyone
had theories, but no one seemed to be able to back them up with
good data or scientific evidence. Interval's CEO and I disagreed
loudly and often about what had led to the male domination of
the world of computers and computer games, but we agreed to let
research settle the argument. The underlying conviction was that
it would benefit girls enormously to achieve familiarity and ease
with technology, and I suspected that the most effective way to
bring make girls comfortable with computers was through play.
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