View the full episode transcript.
Thirty years ago, video games were predominantly marketed to boys. Nintendo and Sega ran TV ads featuring boys proclaiming how “awesome” and “powerful” the latest system was. And the biggest computer games tended to revolve around male-coded activities like shooting or combat. But in the late ‘90s, a small indie game studio called Purple Moon set out to change that — creating story-rich, emotionally complex games designed to welcome girls into the world of computers.
In this episode, Close All Tabs producer Maya Cueva looks back on her own childhood experience with Purple Moon and talks with founder Brenda Laurel about the company’s legacy, its impact on girls in tech, and how it all came to an abrupt end.
Editor’s note: We updated one line to add context about a character in one of the Purple Moon games, which may affect how the character is understood.
Guest:
- Brenda Laurel, interactive games designer, creator and founder of Purple Moon
Further Reading:
- The ‘Girl Games’ of the ’90s Were Fun and Feminist — Drew Dakessian, WIRED
- Conscious UX: Leading Human-Centered Design in the Age of AI: Designing the Future of Artificial Intelligence with Compassion, Inclusion, and Openness — Rikki Teeters, Don Norman, Brenda Laurel
- Brenda Laurel — Christopher Weaver, Smithsonian Institution, Lemelson Center for The Study of Invention and Innovation
- Trailblazing Women in Video Gaming: Meet the Pioneers Who Shaped Design History — D.S. Cohen, Lifewire
Want to give us feedback on the show? Shoot us an email at CloseAllTabs@KQED.org

