Knowledge

Brenda Laurel

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experiment in turning research on girl's gaming preferences into marketable video games. The firm produced games designed around storytelling, open-ended exploration, and rehearsing realistic scenarios from one's day-to-day life, as opposed to competitive games featuring scores and timed segments. The company produced ten games primarily divided into two series: "
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Purple Moon received criticism for focusing on designing games based on gender. The research was accused of reinforcing the differences between genders that girls were already socialized to accept, thus the focus on the stereotypically feminine values of cooperation, narrative, and socialization as
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As one of the earliest female game designers, Laurel became active in writing on the topic of developing video games for girls. She posited that while the early video game industry focused almost exclusively upon developing products aimed at young men, girls were not inherently disinterested in the
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was the first VR project to separate gaze from direction of movement, allow for two hands to participate, support two player games, and use imagery from natural landscape. The installation allowed multiple people to construct a narrative by attaching movement trackers to its subjects' bodies while
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In 1996, Laurel founded Purple Moon, a software company focused on creating games aimed at young girls between the ages of 8 and 14. Laurel's vision was to create games for girls that had a greater focus on real life decision-making rather than appearances and materiality. The company was an
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The game business arose from computer programs that were written by and for young men in the late 1960s and early 1970s. They worked so well that they formed a very lucrative industry fairly quickly. But what worked for that demographic absolutely did not work for most girls and
1056:– 2006 0262195364 p352 "Secret Paths is what Brenda Laurel calls a "friendship adventure," allowing young girls to rehearse their coping skills and try alternative social strategies. The Play Town: Another Space for Girls? Harriet was trying to explain to Sport how to 356:
representation of objects, be they real or imaginary. While discussions around virtual reality tended to center on visual representations, audio and kinesthesia are two potent sources of sensory input that virtual reality devices attempt to tap into. Laurel's 1994
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as a software specialist, later becoming manager of the Home Computer Division for Software Strategy and Marketing, where she worked from 1980 to 1983. After finishing her Ph.D., Laurel worked for
218:. Her Ph.D. dissertation was published in 1986, titled "Toward the Design of a Computer-Based Interactive Fantasy System", and would form the basis of her 1993 book "Computers as Theater". 344:
the "degree to which users of a medium can influence the form or content of the mediated environment." Virtual reality, according to Laurel, is less characterized by its
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Moggridge, Bill, "Chapter 5 Play-Interviews with Bing Gordon, Brendan Boyle, Brenda Laurel, and Will Wright" Designing Interactions, The MIT Press 2014.
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of gaming experiences. Her research suggested that young women tended to prefer experiences based around complex social interaction, verbal skills, and
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platform, where she worked as a designer, programmer, and manager of educational product design from 1976–1979. She then moved to
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letting them navigate a virtual environment by doing common physical acts with special results, such as flapping one's arms to fly.
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from 1985 to 1987. In the late 1980s and early 1990s she worked as a creative consultant on a number of
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VR's quintessential innovators We take a deep dive into the history of five virtual reality pioneers.
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opposed to the stereotypically masculine values embodied in most games as violence and competition.
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In Laurel's work regarding interface design, she is well known for her support of the theory of
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Sand, Michael (Summer 1994). "Virtual Reality Check: An E-Mail Interview with Brenda Laurel".
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where she worked on research investigating the relationship between gender and technology.
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Steuer, Jonathan (2006). "Defining virtual reality: Dimensions determining telepresence".
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Tools for Thought: The History and Future of Mind-expanding Technology
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She is also a board member at several companies and organizations.
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Toward the design of a computer-based interactive fantasy system
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She was founder and chair of the graduate design program at
1243:. Leonardo. Cambridge, Mass.: MIT Press. pp. 303–321. 507:, is an early essay explaining the origins of Purple Moon. 630:
She works as a consultant and speaker, and is a part-time
503:"Tech Work by Heart" in Women, Technology, Art, edited by 382:
Following the closure of Purple Moon, Laurel worked as
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Cyberliteracy: navigating the Internet with awareness
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Brenda Kay Laurel was born on November 20, 1950, in
980: 793: 791: 789: 787: 435:(2nd Edition), Addison-Wesley Professional, (2013) 262: 1054:The Game Design Reader: A Rules of Play Anthology 309:" series. Purple Moon was eventually acquired by 1296: 1215:"Her Story wins Indiecade 2015 Grand Jury award" 784: 749:. California College of the Arts. Archived from 337:, and remote presence research and development. 274:medium. Rather, girls were simply interested in 981:Cassell and Jenkins, Justine and Henry (2000). 902:Brenda Laurel : pioneering games for girls 876:"The History of a Forgotten Computer – PART 1" 710: 708: 706: 704: 369:β€”explored these multisensory possibilities. 333:, a company focusing in first-person media, 1180: 936:) CS1 maint: multiple names: authors list ( 193: 932:: CS1 maint: location missing publisher ( 835:Women in Gaming: 100 Professionals of Play 610: 485:The Art of Human-Computer Interface Design 182:. As of 2021, her current work focuses on 29: 1140: 1065: 1059: 1017: 1013: 1011: 723:. Vol. 5, no. 4. Archived from 701: 446:Design Research: Methods and Perspectives 166:, co-founded the game development studio 1157: 679:List of women in the video game industry 162:(from 2000 to 2006). She has worked for 1066:Eisenberg, Rebecca (13 February 1998). 151:", a public speaker, and an academic. 1350:California College of the Arts faculty 1297: 1238: 1126: 1008: 857: 1370:21st-century American women academics 1212: 1189:"Placeholder Virtual Reality Project" 1068:"Girl Games: Adventures in Lip Gloss" 960:. Yale University Press. p. 75. 950: 832: 764: 762: 760: 714: 129:http://www.tauzero.com/Brenda_Laurel/ 1163: 895: 893: 891: 828: 826: 824: 822: 820: 818: 591: 400:University of California, Santa Cruz 1365:21st-century American women artists 1290:Designing for Interaction Interview 1018:Hernandez, Patricia (28 May 2012). 739: 525:Labyrinth: The Computer Game (1986) 13: 1186: 1151:10.1111/j.1460-2466.1992.tb00812.x 899: 837:. Dorling Kindersley. p. 20. 757: 320: 226:Laurel's first games were for the 14: 1386: 1283: 1213:Weber, Rachel (23 October 2015). 900:A., Kocurek, Carly (2017-02-09). 888: 815: 186:learning, and the application of 772:. California College of the Arts 658: 644: 625: 1375:21st-century American academics 1268: 1257: 1232: 1206: 1120: 1109: 1098: 1087: 1046: 1037: 999: 974: 522:Hangman, on CyberVision. (1978) 313:in 1999, but was later closed. 263:Purple Moon and games for girls 1264:Horizon: Colonizing Cyberspace 944: 868: 851: 392:California College of the Arts 156:California College of the Arts 93:Cultural aspects of technology 1: 1335:American women game designers 1325:American video game designers 694: 254:Interval Research Corporation 1315:Ohio State University alumni 1052:Katie Salen, Eric Zimmerman 983:From Barbie to Mortal Kombat 597:Colonizing Cyberspace (1991) 556:, Purple Moon Media. (1998) 537:, Purple Moon Media. (1997) 160:Art Center College of Design 7: 1330:Women video game developers 637: 618:"Games for girls" (TED1998) 587:, Purple Moon Media. (1998) 581:, Purple Moon Media. (1998) 569:, Purple Moon Media. (1998) 554:Rockett's Secret Invitation 550:, Purple Moon Media. (1998) 531:, Purple Moon Media. (1997) 394:, additionally becoming an 388:ArtCenter College of Design 377: 139:(born 1950) is an American 10: 1391: 1241:Women, art, and technology 1239:Malloy, Judy, ed. (2003). 573:Rockett's Adventure Maker, 535:Secret Paths in the Forest 266: 214:as well as her Ph.D. from 111:Game development for Girls 85:Human-computer interaction 585:Starfire Soccer Challenge 575:Purple Moon Media. (1998) 548:Rockett's Tricky Decision 498: 405: 363:Banff Center for the Arts 221: 124: 116: 107:Game development research 98: 80: 65: 40: 28: 21: 1340:American digital artists 1320:DePauw University alumni 1310:Virtual reality pioneers 1129:Journal of Communication 715:Beato, G. (April 1997). 519:, on CyberVision. (1978) 510: 487:, Addison-Wesley (1990) 474:, Addison-Wesley (1991) 426: 421: 194:Early life and education 103:Interactive storytelling 858:Laurel, Brenda (1986). 579:Secret Paths to the Sea 410:In 2015 Laurel won the 240:LucasArts Entertainment 833:Marie, Meagan (2018). 365:β€”a collaboration with 298: 1355:Women digital artists 684:Women and video games 567:Rockett's First Dance 386:and professor at the 352:elements than by its 331:Telepresence Research 284: 249:Balance of the Planet 216:Ohio State University 89:Interactive narrative 75:Ohio State University 753:on December 8, 2009. 529:Rockett's New School 472:Computers as Theatre 459:Utopian Entrepreneur 448:, MIT Press, (2004) 433:Computers as Theatre 325:In 1989, Laurel and 212:Masters of Fine Arts 141:interaction designer 16:Video game developer 1305:Interface designers 799:"Brenda Laurel Bio" 674:List of programmers 461:, MIT Press (2001) 202:. She received her 145:video game designer 1043:Gurak, 2001, p. 77 727:on 21 October 2014 689:Women in computing 666:Video games portal 1250:978-0-262-13424-8 1219:gamesindustry.biz 967:978-0-300-08979-0 600:Cyberpunk (1990) 592:Media appearances 396:adjunct professor 367:Rachel Strickland 208:DePauw University 188:augmented reality 134: 133: 70:DePauw University 51:November 20, 1950 1382: 1277: 1272: 1266: 1261: 1255: 1254: 1236: 1230: 1229: 1227: 1225: 1210: 1204: 1203: 1201: 1199: 1187:Laurel, Brenda. 1184: 1178: 1177: 1161: 1155: 1154: 1144: 1124: 1118: 1113: 1107: 1102: 1096: 1091: 1085: 1084: 1082: 1080: 1063: 1057: 1050: 1044: 1041: 1035: 1034: 1032: 1030: 1015: 1006: 1003: 997: 996: 978: 972: 971: 948: 942: 941: 931: 923: 897: 886: 885: 883: 882: 872: 866: 865: 855: 849: 848: 830: 813: 812: 810: 809: 795: 782: 781: 779: 777: 766: 755: 754: 743: 737: 736: 734: 732: 712: 668: 663: 662: 661: 654: 652:Biography portal 649: 648: 647: 614: 390:, and later the 361:installation at 296: 228:CyberVision 2001 204:Bachelor of Arts 54: 50: 48: 33: 19: 18: 1390: 1389: 1385: 1384: 1383: 1381: 1380: 1379: 1295: 1294: 1286: 1281: 1280: 1273: 1269: 1262: 1258: 1251: 1237: 1233: 1223: 1221: 1211: 1207: 1197: 1195: 1185: 1181: 1162: 1158: 1125: 1121: 1114: 1110: 1103: 1099: 1092: 1088: 1078: 1076: 1064: 1060: 1051: 1047: 1042: 1038: 1028: 1026: 1016: 1009: 1004: 1000: 993: 979: 975: 968: 952:Gurak, Laura J. 949: 945: 925: 924: 912: 898: 889: 880: 878: 874: 873: 869: 856: 852: 845: 831: 816: 807: 805: 803:www.tauzero.com 797: 796: 785: 775: 773: 770:"Brenda Laurel" 768: 767: 758: 747:"Brenda Laurel" 745: 744: 740: 730: 728: 713: 702: 697: 664: 659: 657: 650: 645: 643: 640: 628: 594: 513: 501: 429: 424: 408: 380: 335:virtual reality 323: 321:Virtual reality 297: 292:Brenda Laurel, 291: 276:different kinds 271: 265: 224: 196: 149:virtual reality 109: 105: 91: 87: 73: 61: 60:, United States 55: 52: 46: 44: 36: 24: 17: 12: 11: 5: 1388: 1378: 1377: 1372: 1367: 1362: 1357: 1352: 1347: 1342: 1337: 1332: 1327: 1322: 1317: 1312: 1307: 1293: 1292: 1285: 1284:External links 1282: 1279: 1278: 1267: 1256: 1249: 1231: 1205: 1179: 1168:(136): 70–72. 1156: 1142:10.1.1.33.5821 1119: 1108: 1097: 1086: 1058: 1045: 1036: 1007: 998: 992:978-0262531689 991: 973: 966: 943: 910: 887: 867: 850: 844:978-0241395066 843: 814: 783: 756: 738: 699: 698: 696: 693: 692: 691: 686: 681: 676: 670: 669: 655: 639: 636: 627: 624: 623: 622: 621: 620: 601: 598: 593: 590: 589: 588: 582: 576: 570: 564: 551: 545: 532: 526: 523: 520: 512: 509: 500: 497: 496: 495: 482: 469: 456: 443: 428: 425: 423: 420: 407: 404: 379: 376: 342:interactivity, 322: 319: 294:Wired Magazine 289: 267:Main article: 264: 261: 244:Chris Crawford 223: 220: 200:Columbus, Ohio 195: 192: 132: 131: 126: 122: 121: 118: 114: 113: 100: 96: 95: 82: 81:Known for 78: 77: 67: 63: 62: 58:Columbus, Ohio 56: 42: 38: 37: 35:Laurel in 2016 34: 26: 25: 22: 15: 9: 6: 4: 3: 2: 1387: 1376: 1373: 1371: 1368: 1366: 1363: 1361: 1358: 1356: 1353: 1351: 1348: 1346: 1345:Living people 1343: 1341: 1338: 1336: 1333: 1331: 1328: 1326: 1323: 1321: 1318: 1316: 1313: 1311: 1308: 1306: 1303: 1302: 1300: 1291: 1288: 1287: 1276: 1271: 1265: 1260: 1252: 1246: 1242: 1235: 1220: 1216: 1209: 1194: 1190: 1183: 1175: 1171: 1167: 1160: 1152: 1148: 1143: 1138: 1134: 1130: 1123: 1117: 1112: 1106: 1101: 1095: 1090: 1075: 1074: 1069: 1062: 1055: 1049: 1040: 1025: 1021: 1014: 1012: 1002: 994: 988: 985:. 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Index


Columbus, Ohio
DePauw University
Ohio State University
Human-computer interaction
Interactive narrative
Cultural aspects of technology
Interactive storytelling
Game development research
Game development for Girls
http://www.tauzero.com/Brenda_Laurel/
interaction designer
video game designer
virtual reality
California College of the Arts
Art Center College of Design
Atari
Purple Moon
Sony Pictures
Apple
Citibank
STE(A)M
augmented reality
Columbus, Ohio
Bachelor of Arts
DePauw University
Masters of Fine Arts
Ohio State University
CyberVision 2001
Atari

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