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Brenda Laurel : pioneering games for girls / Carly A. Kocurek.

By: Kocurek, Carly A [author.]Material type: TextTextSeries: Influential video game designersPublisher: New York : Bloomsbury Academic, 2017Description: xv, 165 pages : illustrations (black and white) ; 22 cmContent type: text | still image Media type: unmediated Carrier type: volumeISBN: 9781501319778 (pbk.) :Subject(s): Laurel, Brenda | Purple Moon Media (Firm) -- History | Video games -- Authorship | Video games for women | Hobbies and Games | Hobbies and GamesDDC classification: 794.8'092 Summary: Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs.
Holdings
Item type Current library Home library Shelving location Class number Status Date due Barcode Item reservations
Book Book Paul Hamlyn Library Paul Hamlyn Library Floor 3 794.8 KOC (Browse shelf(Opens below)) Available 06575927
Book Book Paul Hamlyn Library Paul Hamlyn Library Floor 3 794.8 KOC (Browse shelf(Opens below)) Available 06575935
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Includes bibliographical references and index.

Brenda Laurel is best known for her work with Purple Moon, the pioneering game company she cofounded in the 1990s. Purple Moon's games were based on years of research Laurel completed in an effort to understand why computer games seemed to be of so little interest to girls. Using diverse archival sources such as trade journals, newspapers, and recorded interviews, alongside Laurel's completed games and own writings and an original interview with Laurel herself, this volume offers insight into both the early development of the games for girls movement of the 1990s and the lasting impact of Laurel's game design breakthroughs.

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