Understanding the Development of Computer Games for Girls

Understanding the Development of Computer Games for Girls

Assessment

Interactive Video

Computers, Design, Education, Social Studies

7th - 12th Grade

Hard

Created by

Lucas Foster

FREE Resource

The transcript details the journey of creating computer games for girls, starting with the founding of Interval Research by David Lidell and Paul Allen. The company focused on humanistic research to understand why games for girls were not being developed. After extensive research and collaboration with Cheskin Research, they launched Purple Moon, a company dedicated to creating games for girls. Despite facing criticism from male gamers and some feminists, Purple Moon succeeded in building a community and launching popular titles like Rockett's New School. The transcript highlights the importance of listening to girls and incorporating their voices into game design.

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5 questions

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1.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What was the primary question that motivated the speaker and David Lidell to explore computer games for girls?

Why no computer games existed for little girls

Why boys prefer video games

How to make games more profitable

How to improve graphics in games

2.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

Which research methods were employed to understand gender differences in play?

Surveys with adults

Only literature reviews

Focus groups with parents

Interviews with children and literature reviews

3.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What was the name of the company formed as a spinoff from Interval Research?

Rockett Games

Cheskin Research

Purple Moon

Interval Games

4.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What was one of the main criticisms received by Purple Moon's products?

Too complex for children

Not enough educational content

Too similar to existing games

Not listening to little girls

5.

MULTIPLE CHOICE QUESTION

30 sec • 1 pt

What aspect of girls' lives does 'Rockett's Tricky Decision' aim to explore?

Mathematical skills

Social and emotional complexity

Physical fitness

Artistic creativity