Resumen
In this chapter, we address the problem of girl appeal in game software. Into a market that had long been dominated by male consumers sprung "Barbie Fashion Designer" in November 1996. Produced and developed by Mattel Media for girls 6 and older, it sold more than 500,000 copies in its first two months of sales. We are not sure if it should be classified as a game, but the significance of "Barbie Fashion Designer" is that it is the first piece of entertainment software to garner a mass market with girls.
We analyze why and how the "Barbie Fashion Designer" CD-ROM succeeded with young girls, where so many others failed before it. To develop an account of game features that girls find appealing, we draw from recent research on computer and video games, research on children's play and television preferences, and research by software developers. Our hope is that this analysis will illuminate for parents, educators, researchers, and software developers general principles for girl appeal in computer software. (PsycINFO Database Record (c) 2016 APA, all rights reserved)
Idioma original | American English |
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Título de la publicación alojada | From Barbie to Mortal Kombat |
Subtítulo de la publicación alojada | Gender and Computer Games |
Editores | Justine Cassell, Henry Jenkins |
Capítulo | 2 |
Páginas | 46-71 |
Número de páginas | 25 |
Volumen | Cambridge, Mass |
Estado | Published - 1998 |
Publicado de forma externa | Sí |
Disciplines
- Social and Behavioral Sciences