The Null Device

There's a new issue of Signum, looking again at the '90s cybercultural revolution and whatever happened to it. It contains some interesting articles, including one from Brenda Laurel on Purple Moon, the company she ran to create computer games for girls:
Everyone knew that girls simply didn't like computer games and wouldn't play them. Examples would be trotted out as proof. My favorite was Barbie, published in 1985 by Epyx for the Commodore-64. Barbie was at the mall, shopping for the right outfit to wear on her date with Ken. Now, "everyone knows" that girls aren't good at shooting games, so the designers reasoned that the game should make it easier for them. The brilliant solution: make projectiles that move slowly. And so it was decided that the action component of the game would consist of throwing marshmallows. "You see," the game execs would say, "they did everything right, but sales were dismal."

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