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Description
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.
In her work with Purple Moon, Laurel drew on her background in theatre as well as her expertise in human computer interaction and qualitative research. By relying on this interdisciplinary background, Laurel made significant contributions to our understanding of the design and development of games as a medium for emotional rehearsal and storytelling. Additionally, her dedication to research-informed design has had a longstanding impact as companies and designers increasingly rely on audience research and metrics to shape their practices. The newest in Bloomsbury's Influential Video Game Designers series, Carly Kocurek highlights the contributions of a designer whose work has had a profound impact on the development of both games for girls and empathy games.
Table of Contents
Acknowledgments
Preface by Jennifer deWinter and Carly A. Kocurek
Foreword by Brian Moriarty
1 Introduction
2 “Even if it Means Shipping Products in Pink Boxes”: Research-driven Design
3 Aristotle and HCI: Computers as Theatre in Theory and Practice
4 “Friendship Adventures for Girls”: A Pre-History of Emotion Games
5 In Her Own Words
6 The Dangers of Being a Crash Dummy
Gameography with Megan Boeshart Burrelle
Works Cited
Index
Product details

Published | 09 Feb 2017 |
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Format | Ebook (Epub & Mobi) |
Edition | 1st |
Extent | 184 |
ISBN | 9781501319792 |
Imprint | Bloomsbury Academic |
Illustrations | 25 bw illus |
Series | Influential Video Game Designers |
Publisher | Bloomsbury Publishing |
About the contributors
Reviews
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For those who design inclusive games for new audiences, for those who research game culture and impact, and for those who are designing in the yet to be imagined realms of gameplay in virtual reality, we are each of us walking in the myriad paths first charted by Brenda Laurel. A must read for those interested in the future of games about one of its greatest pioneers.
Tracy Fullerton, Professor and Chair, USC School of Cinematic Arts, Interactive Media & Games Division, USA
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As someone who has considered Brenda Laurel a friend, mentor, and thinking partner through the years, I was excited, and a bit nervous, to be reading a book that tries to capture her contributions and legacy as a groundbreaking game designer and utopian entrepreneur. This book passes along her vision and wisdom to the next generation of designers, from her early experiments in VR and exploration of what theater might teach us about interactive design, to Purple Moon's emphasis on design research, emotional adventures, fan engagement, and transmedia extension. Laurel was a transformative figure who helped to expand both who plays games and what kinds of experiences they offer to their players. And this book does a great job exploring her game design theory and practice in ways that are sure to inform and inspire anyone who wants to make a difference in this still emerging and expanding domain.
Henry Jenkins, Provost's Professor of Communication, Journalism, Cinematic Art, and Education, University of Southern California, USA

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