Six
and a half years and forty million dollars later, we had interviewed
thousands of kids, invented a narrative world and a diverse cast
of characters, published
eight CD-ROM games, produced a wildly successful website, and built
and lost a company. The "girls games movement,"
launched in 1996 by Barbie Fashion Designer, stimulated a
retail feeding frenzy and generated hundreds of millions of dollars
in revenues. It also opened a public debate that set feminists at
each others throats. In its three-year life, Purple Moon claimed
the high moral ground, offering diversity, personal relevance, and
respect for girls as its central values. But the company's destiny
was nasty; it rocketed from a spectacular launch to sudden bankruptcy,
finally to be gobbled up by Mattel for a bargain basement price.
The
players in the drama were diverse earnest researchers,
nerdy rich guys, lesbian separatist designers, businesswomen with
barracuda smiles, strident feminist reporters, Barbie, Rockett,
and several million little girls. The people who worked at Purple
Moon elevated the experience to something considerably more ennobling
than its pathetic ending would suggest. Most of us were hard-working,
talented, and devoted to creating media that would honor girls.
But even while we did remarkable work, gender politics gnawed
away at the company from within and without, and that still haunts
me.
In
our research about girls, we explored the social complexities
of girlhood and the recurring themes of affiliation, exclusion,
secrets, and self-esteem. Our understanding of these phenomena
formed the core of the Purple Moons fantasy world and drove
the design of its characters. In a remarkable case of recursion,
these themes showed up again and again in the social dynamics
of the companies involved, as well as in the feminist response
to our work.
We
tell ourselves a story about how women are more "collaborative"
than men. In our business dealings, especially in a female-dominated
workplace, we value consensus, and we sneer at hierarchy and order.
Yet what often happens in reality might be described as an excess
of "democracy." Everyone must agree, everyone has a
vote, and everyone must feel good about it all.
The
feminist ideal of collaboration is not a great recipe for getting
things done. On the contrary without a clear authority
structure, a faux-flat organization forces people to resort to
the underworld secret alliances and covert operations in order
to exercise personal power. Such an organization can expend far
too much energy on the complexities of its emotional and political
life.
Power
does funny things to women in business (it does funny things to
men, too, but that is another story). Males and females organize
themselves socially in strikingly different ways, and we achieve
social status among our peers through different means. Straightforward
male status hierarchies don't provide great models for women in
business. Certainly, some women become excellent managers
fair, accessible, decisive, nurturing, and productive. But others
fall prey to several recognizable dysfunctions; for example, the
Victim, the Handmaiden, the Male Impersonator, the Queen Mother,
or the Best Friend.
The
Victim, I think we all know. This person complains endlessly about
her powerlessness, but she will not participate in the decision-making
process through "established channels," nor will she
propose alternative structures. She whines. The Victim depletes
the energy of those around her by demanding an endless stream
of condolence and emotional attention.
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