
Software companies are targeting girls,
but is their marketing on the mark?
By Kathleen Vail
Click on the wedding cake icon and she appears before you, impossibly
long legs, cotton-candy hair spun into a curly halo atop her head. She wears
nothing but a snowy white bra and panties. She waits, as she always waits,
for you to dress her. You choose a flouncy strapless with a full skirt.
Click on another icon and the dress sprouts a demure collar and billowy
sleeves. Next come the pert pointy shoes, modest nosegay, full-length gloves,
and cascading veil. Barbie's wedding dress is white, of course. But if you're
in a playful mood, you may choose from 11 other colors, including three
shades of pink.
Barbie is ready to strut down her pink festooned runway in your creation.
Once in the spotlight, she abandons her timid bride facade. She rolls her
hips and swings her arms, undulating in a virtual bump and grind. She halts
at the end of the catwalk, thrusting out her considerable bust. Cupid's-bow
lips parted slightly, her vacant cornflower-blue eyes fix on you. Barbie,
the unlikely revolutionary.
Singlehandedly, this symbol of hyper-femininity who once chirruped "math
class is hard" has cracked open the elusive market for girls' computer
games. She elbowed aside her testosterone-drenched brothers--Duke Nukem,
Mortal Combat, Twisted Metal--and carved a pink niche for herself on the
male-dominated computer game shelves. Since its release last year, the Barbie
Fashion Designer CD-ROM has sold an unprecedented half a million copies.
The power of games
The collective eyes of the software world suddenly are gazing into the
heart of a long invisible market: girls between the ages of 6 and 16. Judging
from the prototype girls' games now available, what software makers see
in the young female heart are clothes, makeup, boys, and precious little
else. The heavy emphasis on feminine stereotypes is objectionable to educators
and women in technology professions, but many women are reluctant to reject
these games outright. The new games, say their manufacturers, attract girls
to computers the same way Nintendo attracts boys. And in a high-tech arena
still largely dominated by men, women acknowledge the special power of games.
"Anything that develops computer skills is good," says Julie
Sheridan-Eng. "Even if it's pointing and clicking; they don't feel
intimidated by it."
Sheridan-Eng is an engineer who works with lasers at Lucent Technologies,
formerly AT&T Bell Laboratories. She has a doctorate in electrical engineering
from Stanford. In her first year as an undergraduate, she realized she was
at a disadvantage. "I didn't play with Matchbox cars, I played with
Barbies," she says. "When you get into college with boys who have
been in all the science fairs and built computer chips with their fathers,
it's intimidating."
As chairwoman of Women in Engineering, formed by women who belong to
the Institute of Electrical and Electronics Engineers Inc., a professional
organization, Sheridan-Eng and her fellow female engineers work to interest
young women in careers in engineering. She's ambivalent about the content
of the current batch of girls' games. But the games' potential to draw girls
to technology overcomes her doubts.
"I don't think a program that designs dresses will make them want
to be engineers," she says. "But it will be one tool in their
belt. They'll like computers and see them as friendly."
Bringing girls to the technology table
Not all girls need Barbie to hook them on technology, though--not if
they have the advantage of a savvy teacher. When the girls in Tamra Oliver's
after-school computer club have free time, they know exactly what they want
to do: disembowel a computer. "They can't get enough of it," says
Oliver, a second-grade teacher at Margaret Beeks Elementary School in Blacksburg,
Va. "They unscrew the screen and look at the electronics inside. They
know where the hard drive is."
Oliver started the computer club for second-grade girls when her daughter
Eva, also a second-grader, wanted to quit the chess club. It didn't take
Oliver long to figure out the problem. Eva was the only girl in the club;
not only did she miss her friends, but she also was intimidated by the older
boys' aggressive style of chess. Oliver reasoned that more girls might participate
in math-oriented activities such as chess if they had a peer group doing
the same thing. With a $1,000 grant from her school district, Oliver started
the club last fall with 21 girls. She now has a waiting list of girls wanting
to join. The girls design stickers, stationery, and cards and take apart
floppy discs and mice as well as the monitor and hard drive. "I look
at it as a way to open up areas that have been stumbling blocks for females,"
says Oliver.
Oliver gave the girls a software catalogue and allowed them to choose
some games. They picked science and graphics programs--no girl games. "I'm
amazed at what they really like," says Oliver.
Girls' computer clubs, technology mentoring programs for girls, and web
sites aimed at girls (see sidebar below) are proliferating
in U.S. schools, as teachers like Oliver stretch to cross the gender gap
that has been a feature of school computing ever since computers first began
appearing in classrooms more than a decade ago.
From the beginning, computers have been a sort of technology magnet,
attracting boys and repelling girls. Now, after years of research, studies,
grants, collaborations, teacher training, and pilot projects among educators,
businesses, and government, the efforts to bring girls to the technology
table appear to be helping. In 1984, according to a U.S. Department of Education
study, 17 percent of boys used a computer at home compared to only 9 percent
of girls. By 1993, girls had caught up with boys in home computer use--27
percent of kids of both genders had access to computers at home, though
boys were twice as likely as girls to use the computers daily.
When she first started teaching a computer class eight years ago, says
Nina Hansen, a computer teacher at Timothy Edwards Middle School in South
Windsor, Conn., the girls approached computers the same way they would automobiles.
They didn't want to appear unfeminine by knowing about the innards of the
machine. "It was cool not to know about them," Hansen says.
That's changing, she says. Girls come to class more confident. They've
had female role models in the younger grades as more elementary school teachers
use computers in the classroom. In this affluent district, most girls have
computers at home. When Hansen asked for volunteers to tutor and assist
in the computer lab this year, all the applicants were girls.
But Hansen still sees differences in the way girls and boys approach
computers. Girls use the machines for tasks; the boys want to mess around
with the software. "Most boys use the computer for games, and the girls
use it for work," says Hansen.
And the boys' play turns out to be serious. Boys who play games on the
computer spend more time on the machines than do their task-oriented sisters,
according to researchers. The extra playtime gives boys an ease with computers
and the comfort to experiment with them. Why don't girls play on computers?
The reason, according to market researchers, is that they're turned off
by boys' games. The rock-'em, sock-'em action computer games released since
the mid-'80s have been targeted to the male adolescent audience.
Isabel Walcott, a market research consultant in New York City, has talked
extensively to young women about computer games. Girls' interest in computers
tends to drops off when they reach puberty, she says. Walcott blames this
drop-off on the dearth of games for adolescent girls. They've grown out
of the educational games they play at school and find nothing to replace
them.
Teen girls tell Walcott that boys' computer games are too violent, that
they're boring, unrealistic, and irrelevant. The only women characters in
the games are unnatural sex objects, the girls say, and the characters die
too soon. "These girls hate having to start over once they have put
effort into something," says Walcott. "The games aren't designed
for them; they aren't girl friendly."
What do girls really want?
Kim, Samantha, Trish, McKee, and "E" are waiting, big-eyed
and breathless. Who's it going to be, Derrick or Brandon? You click on Derrick,
class clown and Madison's star pitcher. The girls explode in uproarious
giggles, pelting each other--and you--with pillows. Before the screen dissolves,
they discuss whether you should ask Derrick out. They banter briefly but
agree with Sam's conclusion: Get him to ask you out by appearing wherever
he is. That'll let him know you like him; he'll make the next move.
Welcome to McKenzie and Co., by Her Interactive, a software company in
Albuquerque, N. M. The goal of this giggly game--a pioneer of sorts that
came out a year before Barbie--is to get Brandon, Brett, Derrick, or Steven
to ask you to the prom. Along the way, you're accompanied by a gang of gal
pals who advise you on different actions throughout the story line. For
example, one of the story lines offers this sitcom dilemma: You've been
asked to the dance by both Derrick and twin brother Eric (who you thought
was Derrick). Variously, your girlfriends advise you to date both guys or
dump one or the other. Careful: deciding to deceive the brothers has repercussions.
McKenzie and Co. pays unabashed homage to the stereotypical feminine
triumvirate of clothes, makeup, and boys. The CD-ROM comes packaged with
a tube of sheer lipstick; the shade is Pink-a-Boo. The girls shop at a mall,
choosing clothing from real stores, where you can mix and match the tops
and bottoms to create the perfect outfit. In the privacy of your bedroom,
you can apply virtual makeup, chat on the phone with friends, or retrieve
e-mail.
McKenzie, like Barbie, has drawn criticism from feminists for its narrow
stereotyping. But its manufacturer defends it.
"Is there an unwritten law that girls' games have to provide social
models? Boys games don't have to," says Sheri Graner Ray, product developer
for Her Interactive. "Why can't the girls just have fun?"
In creating the game, the company talked to Albuquerque junior high girls
and others about what they wanted to see in a computer game. Ray points
to research on the different "play patterns" of boys and girls.
Females, she says, are not as visually stimulated as males but are more
likely to be stirred emotionally. In resolving conflicts, males want a head-to-head
conflict, while females prefer compromise and diplomacy. Girls don't want
to be lone heroes in virtual reality, saving the universe on their own.
They want companions. They take their opponents' feelings into account.
In the end, females want emotional issues resolved. "They want stories
that engross them, characters, and endings," says Ray. "The solution
must benefit the player and the other characters."
The same sort of thinking appears to have gone into the development of
Let's Talk About Me, by Girl Games, of Austin, Texas. Created by Oscar-winning
film producer Laura Groppe, Let's Talk steps away from McKenzie's
focus on appearance and dating but doesn't stray far. You can change a girl's
hairstyle and color, take a personality test, interpret your dreams, mix
and match clothes in the Ultimate Closet, find out why your parents bug
you or how your adolescent body is changing. A section on mentors features
brief bios on famous women, who discuss their outfits and their first kiss
as well as offer career tips.
Beyond Barbie
In a completely different universe is You Can Be a Woman Engineer, a
game developed by an engineer who worked for NASA and on the Hubble Space
Telescope. Judith Love Cohen and her husband, elementary school teacher
David Katz, based the game on the first of a series of books they wrote
to encourage girls to consider math and science careers.
You won't find any pillow fights or lipstick here. You Can Be a Woman
Engineer asks questions like: What does an engineer make? (Earth and air,
no. CD-ROMS and airplanes, yes.) It also has an "Ask the author"
section on the different parts of an engineer's job.
Barbie and some of the other girl games "are going where the girls
are, with makeup and clothes," says Cohen. "We are talking about
going into space and studying physics and astronomy. We point to what else
there is. We show them the outside world."
Girls also like some games that haven't been specifically marketed to
them. The old geography standby Where in the World is Carmen Sandiego is
one such game; another is the role-playing fantasy Myst. And as the girls
who answer market research consultant Walcott's survey questions on her
web site can attest, some girls like to play shoot-'em-up games as well.
But they are hungry for games and other programs designed just
for them. Walcott says girls are purchasing these games, Barbie included,
not necessarily because they buy into the content but because they're happy
to find games they can identify with. "They've opened up the market
so people can get investors and buyers," she says of the early games.
New games--and they are coming--will have more variety. Girls who are turned
off by the stereotypes of the early games will find alternatives.
They'll have Barbie to thank for that.
Sidebar: gURL power
Calling all Geek Girls,
Cybergrrls, Webgrrls, SmartGirls, and gURLs. Young women who find the current
batch of girls' computer games vapid or offensive might have better luck
on the web. An abundance of so-called girl-friendly sites have appeared
on the Internet in the past few years, opening another avenue for involving
girls in technology use at home as well as at school.
Isabel Walcott, a market research consultant in New York City, is also
the creator of a web site called SmartGirl
Internette, where girls can post reviews of other web sites, software,
and a myriad of other things. The most common reason girls like particular
web sites, Walcott says, is that the sites are about things that interest
them. "Something which an adult man might take for granted about the
web is still considered a special thing by a teenage girl," she says.
Girls also mention they like the chance to chat and meet new people, and
they appreciate good graphics.
The girls' opinions about web sites are remarkably different from their
views of computer games, though (see main story). "The typical comments
about irrelevance to a girl's life, violence, technical difficulties, or
all-male characters, did not surface" in the girls' reviews of web
sites, Walcott says.
The Internet is still a mostly male domain. About 70 percent of Internet
users are male, according to a CommerceNet Consortium and Nielsen Media
Research survey conducted in May 1996. Men also tend to use the Internet
more often and for longer periods of time than women, accounting for 77
percent of online time.
But cyberspace is a
big place, and sites for girls are appearing rapidly. Their content--and
intent--vary. Some are sponsored by companies with products to market to
girls, such as Bonne Bell and Tampax. Several of the girls' game software
companies--Her Interactive, Girl Games, Cascade
Pass-- have web sites, too, as do popular magazines for girls, such
as New Moon. And there's a cybermagazine
started by two former Columbia University graduate students, gURL,
where girls can find stories about dealing with emotions and health concerns
as well as play satirical games like dressing a paper doll and finding out
what your choice of outfit says about you.
While some of these sites rely on the traditional female world of makeup
and dating for material, others have a more serious edge, emphasizing learning
about technology, finding mentors, navigating the Internet, and forming
career goals. One such site is Girl Tech,
founded by Janese Swanson, a software developer who left Brøderbund
after designing Carmen Sandiego to develop her own line of girl-friendly
toys and technology. The Girl Tech site offers, among other things, links
to other "pro-girl" sites on the Internet. Swanson's company also
publishes Tech Girl's Internet Adventures, a book that comes with
a CD-ROM with free hours of Internet time as well as instructions on building
your own home page. Girl Tech hopes to show girls "there's more to
life than dating and the prom," says Linda Halunen, communication director
for the company.
Cybergrrl, which made its debut
in January 1995, was one of the first sites for women on the web. Though
it's aimed at women, the site is visited often by girls. In response, the
site's creator, Aliza Sherman, is launching a girl site. What girls seem
to want most from a web site, she says, is the chance to meet and talk with
other girls. In chat rooms, Sherman says, girls discuss everyday concerns
and interests: school, hobbies, games, books, as well as boys and their
relationships with other girls.
"It's rarely frivolous," she says. "They want to make
a connection."
-- Kathleen Vail is an associate
editor of Electronic School and The American School Board Journal.
Photography by Nola Lopez. Portrait by Michele Mann.
Reproduced with permission from the June 1997 issue of Electronic School.
Copyright ©1997, National School Boards Association. This article
may be saved to disk, printed out for individual use, or reproduced in
quantities of less than 100 copies for academic use only, provided this
copyright notice remains intact on each copy. This article may not be
otherwise transmitted or reproduced without the consent of the Publisher.
For more information, contact Magazines Coordinator Jo Surette, (703) 838-6739.
Home / Contents / Extra! / About / Archive / Discuss
|