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In a 2009 interview, Laurel said that "In a way, the need for the kind of cultural intervention we made with Purple Moon no longer exists, in that girls and women are full participants in the world of computer-based interactivity, but we still have a problem with female designers getting their work
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An associated website, purple-moon.com, featured characters from the games and allowed users to trade virtual items. Some items arose from brand partnerships with companies such as
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219:, one of the most famous and well-known franchises aimed at young girls. Mattel kept Purple Moon's website running for a while but did not develop any further products.
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239:(founder of the Comparative Media Studies program at MIT and moving now to USC) keep the flame burning for women in gaming."
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out there. And there are many genres and areas of interest for girls and women that remain untouched. Heroes like
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197:. Children were required to have parental consent (email or verbal) in order to register on the site.
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and encouraged values like friendship and decision making. Purple Moon's games were part of a larger
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570:"Purple Moon Courts Sponsors: Girls Site Balances Revenue Needs with Children Privacy Issues"
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142:
153:. Its games were targeted at girls between the ages of 8 and 14. The company was founded by
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Laurel based her game design on four years of interview research she had done at
Interval.
8:
550:
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Rhetoric/Composition/Play through Video Games: Reshaping Theory and
Practice of Writing
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and others, and supported by
Interval Research. They debuted their first two games,
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Purple Moon's games faced some criticism such as claims that they perpetuated
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657:"We brought girls roaring into the online game space: Brenda Laurel Q&A"
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Richard Colby; Matthew S. S. Johnson; Rebekah Shultz Colby (20 March 2013).
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Huang, Amy; Ring, Ashley; Toich, Shelley; Torres, Teresa (15 March 1998).
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656:
228:
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697:"She Tried to Make Good Video Games for Girls, Whatever That Meant"
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26:
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GREAT: Gender
Relations in Educational Applications of Technology
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CHI 98 Conference
Summary on Human Factors in Computing Systems
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174:
88:
355:"Purple Moon Ceases Operations Amid Tough Rivalry From Barbie"
598:"Purple Moon: Thanks but No Thanks for Rockett's New School"
389:"With the Best Research and Intentions, a Game Maker Fails"
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The company folded in spring of 1999 and was bought out by
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in the 1990s, initiated largely by the surprise success of
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Cyberliteracy: navigating the
Internet with awareness
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708:
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353:
754:Defunct video game companies of the United States
525:"Technological humanism and values-driven design"
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16:Defunct American developer of girls' video games
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687:Brenda Laurel lecture on girl game development
749:Video game companies disestablished in 1999
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25:
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744:Video game companies established in 1996
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165:, in 1997. Both games were more or less
118:Brenda Laurel, vice president for design
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627:Eisenberg, Rebecca (13 February 1998).
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739:American companies established in 1996
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629:"Girl Games: Adventures in Lip Gloss"
446:. Yale University Press. p. 75.
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568:Riedman, Patricia (27 April 1998).
13:
14:
765:
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707:Krantz, Michael (9 June 1997).
655:McManus, Emily (2 March 2009).
352:Takahashi, Dean (19 Feb 1999).
231:(now at Microsoft, I believe),
1:
387:Harmon, Amy (22 March 1999).
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141:was an American developer of
120:Kristee Rosendahl, webmaster
7:
318:Secret Paths to Your Dreams
269:Rockett's Secret Invitation
122:Pamela Dell, story director
116:Nancy Deyo, chief executive
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304:Secret Paths in the Forest
163:Secret Paths in the Forest
332:Starfire Soccer Challenge
290:Rockett's Camp Adventures
283:Rockett's Adventure Maker
262:Rockett's Tricky Decision
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100:Mountain View, California
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68:
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43:
33:
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417:"New Players, New Games"
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523:Laurel, Brenda (1998).
494:Laurel, Brenda (2001).
415:Laurel, Brenda (1999).
361:The Wall Street Journal
311:Secret Paths to the Sea
180:Barbie Fashion Designer
473:. Palgrave Macmillan.
537:10.1145/286498.286555
276:Rockett's First Dance
710:"A ROM of Their Own"
498:Utopian Entrepreneur
255:Rockett's New School
177:'s 1996 CD-ROM game
159:Rockett's New School
87:Assets purchased by
297:Secret Paths series
235:(Northwestern) and
171:girl games movement
128:Number of employees
21:
394:The New York Times
206:ethnic stereotypes
202:gender stereotypes
143:girls' video games
72:February 1999
47:November 1996
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509:978-0-262-62153-3
480:978-1-137-30768-2
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604:. Archived from
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606:the original
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95:Headquarters
34:Company type
325:Other games
139:Purple Moon
20:Purple Moon
728:Categories
339:References
229:danah boyd
191:Bonne Bell
151:California
112:Key people
634:Gamasutra
145:based in
662:TED Blog
555:30422135
440:(2001).
195:SeaWorld
689:at the
227:(USC),
76:1999-02
74: (
69:Defunct
59:Founder
51:1996-11
49: (
44:Founded
734:Mattel
701:Kotaku
693:, 1998
668:16 May
640:16 May
612:17 May
581:17 May
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543:
506:
477:
450:
422:16 May
400:16 May
367:17 May
217:Barbie
213:Mattel
175:Mattel
89:Mattel
551:S2CID
243:Works
716:Time
670:2017
642:2017
614:2017
583:2017
541:ISBN
504:ISBN
475:ISBN
448:ISBN
424:2017
402:2017
369:2017
204:and
193:and
161:and
105:U.S.
84:Fate
699:on
533:doi
38:LLC
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