Brenda Laurel on making video games for girls

62,560 views ・ 2009-03-02

TED


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Back in 1992, I started working for a company
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called Interval Research,
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which was just then being founded
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by David Lidell and Paul Allen
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as a for-profit research enterprise in Silicon Valley.
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I met with David
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to talk about what I might do in his company.
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I was just coming out of a failed virtual reality business
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and supporting myself by being on the speaking circuit
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and writing books --
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after twenty years or so in the computer game industry
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having ideas that people didn't think they could sell.
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And David and I discovered
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that we had a question in common,
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that we really wanted the answer to,
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and that was,
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"Why hasn't anybody built any computer games for little girls?"
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Why is that?
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It can't just be a giant sexist conspiracy.
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These people aren't that smart.
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There's six billion dollars on the table.
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They would go for it if they could figure out how.
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So, what is the deal here?
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And as we thought about our goals --
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I should say that Interval is really a humanistic institution,
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in the classical sense
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that humanism, at its best,
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finds a way to combine clear-eyed empirical research
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with a set of core values
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that fundamentally love and respect people.
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The basic idea of humanism
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is the improvable quality of life;
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that we can do good things,
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that there are things worth doing
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because they're good things to do,
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and that clear-eyed empiricism
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can help us figure out how to do them.
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So, contrary to popular belief,
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there is not a conflict of interest between empiricism and values.
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And Interval Research is kind of the living example
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of how that can be true.
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So David and I decided to go find out,
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through the best research we could muster,
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what it would take to get a little girl
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to put her hands on a computer,
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to achieve the level of comfort and ease with the technology
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that little boys have because they play video games.
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We spent two and a half years conducting research;
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we spent another year and a half in advance development.
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Then we formed a spin-off company.
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In the research phase of the project at Interval,
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we partnered with a company called Cheskin Research,
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and these people -- Davis Masten and Christopher Ireland --
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changed my mind entirely about what market research was
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and what it could be.
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They taught me how to look and see,
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and they did not do the incredibly stupid thing
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of saying to a child,
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"Of all these things we already make you,
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which do you like best?" --
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which gives you zero answers that are usable.
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So, what we did for the first two and a half years
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was four things:
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We did an extensive review of the literature
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in related fields, like cognitive psychology,
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spatial cognition, gender studies,
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play theory, sociology, primatology.
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Thank you Frans de Waal, wherever you are,
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I love you and I'd give anything to meet you.
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After we had done that with a pretty large team of people
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and discovered what we thought the salient issues were
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with girls and boys and playing --
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because, after all, that's really what this is about --
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we moved to the second phase of our work,
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where we interviewed adult experts
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in academia, some of the people
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who'd produced the literature that we found relevant.
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Also, we did focus groups with people who were on the ground with kids every day,
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like playground supervisors. We talked to them,
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confirmed some hypotheses and identified some serious questions
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about gender difference and play.
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Then we did what I consider to be the heart of the work:
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interviewed 1,100 children, boys and girls,
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ages seven to 12, all over the United States --
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except for Silicon Valley, Boston and Austin
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because we knew that their little families would have millions of computers in them
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and they wouldn't be a representative sample.
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And at the end of those remarkable conversations
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with kids and their best friends across the United States,
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after two years, we pulled together some survey data from another 10,000 children,
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drew up a set up of what we thought were the key findings of our research,
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and spent another year transforming them into design heuristics,
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for designing computer-based products --
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and, in fact, any kind of products -- for little girls, ages eight to 12.
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And we spent that time designing interactive prototypes for computer software
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and testing them with little girls.
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In 1996, in November, we formed the company Purple Moon
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which was a spinoff of Interval Research,
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and our chief investors were Interval Research, Vulcan Northwest,
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Institutional Venture Partners and Allen and Company.
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We launched a website on September 2nd
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that has now served 25 million pages,
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and has 42,000 registered young girl users.
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They visit an average of one and a half times a day,
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spend an average of 35 minutes a visit,
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and look at 50 pages a visit.
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So we feel that we've formed a successful online community with girls.
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We launched two titles in October --
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"Rockett's New School" -- the first of a series
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of products -- is about a character called Rockett beginning her first day of school
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in eighth grade at a brand new place, with a blank slate,
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which allows girls to play with the question of, "What will I be like when I'm older?"
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"What's it going to be like to be in high school or junior high school?
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Who are my friends?";
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to exercise the love of social complexity
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and the narrative intelligence that drives most of their play behavior;
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and which embeds in it values about noticing that we have lots of choices
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in our lives and the ways that we conduct ourselves.
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The other title that we launched is called "Secret Paths in the Forest,"
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which addresses the more fantasy-oriented, inner lives of girls.
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These two titles both showed up in the top 50 entertainment titles in PC Data --
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entertainment titles in PC Data
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in December, right up there with "John Madden Football,"
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which thrills me to death.
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So, we're real,
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and we've touched several hundreds of thousands of little girls.
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We've made half-a-billion impressions
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with marketing and PR for this brand, Purple Moon.
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Ninety-six percent of them, roughly, have been positive;
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four percent of them have been "other."
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I want to talk about the other,
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because the politics of this enterprise, in a way,
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have been the most fascinating part of it, for me.
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There are really two kinds of negative reviews that we've received.
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One kind of reviewer is a male gamer
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who thinks he knows what games ought to be,
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and won't show the product to little girls.
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The other kind of reviewer is a certain flavor of feminist
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who thinks they know what little girls ought to be.
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And so it's funny to me that these interesting, odd bedfellows
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have one thing in common:
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they don't listen to little girls.
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They haven't looked at children
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and they're certainly not demonstrating any love for them.
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I'd like to play you some voices of little girls
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from the two-and-a-half years of research that we did --
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actually, some of the voices are more recent.
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And these voices will be accompanied by photographs
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that they took for us of their lives,
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of the things that they value and care about.
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These are pictures the girls themselves never saw, but they gave to us
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This is the stuff those reviewers don't know about and aren't listening to
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and this is the kind of research I recommend to those
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who want to do humanistic work.
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Girl 1: Yeah, my character is usually a tomboy.
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Hers is more into boys.
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Girl 2: Uh, yeah.
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Girl 1: We have -- in the very beginning of the whole game, always we do this:
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we each have a piece of paper; we write down our name, our age --
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are we rich, very rich, not rich, poor, medium, wealthy,
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boyfriends, dogs, pets -- what else -- sisters, brothers, and all those.
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Girl 2: Divorced -- parents divorced, maybe.
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Girl 3: This is my pretend [unclear] one.
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Girl 4: We make a school newspaper on the computer.
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Girl 5: For a girl's game also usually they'll have really pretty scenery
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with clouds and flowers.
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Girl 6: Like, if you were a girl and you were really adventurous and a real big tomboy,
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you would think that girls' games were kinda sissy.
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Girl 7: I run track, I played soccer,
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I play basketball, and I love a lot of things to do.
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And sometimes I feel like I can't really enjoy myself unless it's like a vacation,
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like when I get Mondays and all those days off.
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Girl 8: Well, sometimes there is a lot of stuff going on
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because I have music lessons and I'm on swim team --
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all this different stuff that I have to do,
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and sometimes it gets overwhelming.
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Girl 9: My friend Justine
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kinda took my friend Kelly, and now they're being mean to me.
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Girl 10: Well, sometimes it gets annoying when your brothers and sisters,
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or brother or sister, when they copy you and you get your idea first
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and they take your idea and they do it themselves.
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Girl 11: Because my older sister, she gets everything
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and, like, when I ask my mom for something, she'll say, "No" -- all the time.
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But she gives my sister everything.
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Brenda Laurel: I want to show you, real quickly, just a minute
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of "Rockett's Tricky Decision," which went gold two days ago.
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Let's hope it's really stable.
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This is the second day in Rockett's life.
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The reason I'm showing you this
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is I'm hoping that the scene that I'm going to show you will look familiar
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and sound familiar, now that you've listened to some girls' voices.
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And you can see how we've tried to incorporate the issues that matter to them
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in the game that we've created.
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Miko: Hey Rockett! C'mere!
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Rockett: Hi Miko! What's going on?
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Miko: Did you hear about Nakilia's big Halloween party this weekend?
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She asked me to make sure you knew about it.
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Nakilia invited Reuben too, but --
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Rockett: But what? Isn't he coming?
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Miko: I don't think so.
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I mean, I heard his band is playing at another party the same night.
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Rockett: Really? What other party?
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Girl: Max's party is going to be so cool, Whitney.
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He's invited all the best people.
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BL: I'm going to fast-forward to the decision point
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because I know I don't have a lot of time.
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After this awful event occurs, Rocket gets to decide how she feels about it.
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Rockett: Who'd want to show up at that party anyway?
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I could get invited to that party any day if I wanted to.
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Gee, I doubt I'll make Max's best people list.
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BL: OK, so we're going to emotionally navigate.
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If we were playing the game, that's what we'd do.
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If at any time during the game we want to learn more about the characters,
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we can go into this hidden hallway,
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and I'll quickly just show you the interface.
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We can, for example, go find Miko's locker
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and get some more information about her.
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Oops, I turned the wrong way.
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But you get the general idea of the product.
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I wanted to show you the ways, innocuous as they seem,
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in which we're incorporating what we've learned about girls --
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their desires to experience greater emotional flexibility,
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and to play around with the social complexity of their lives.
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I want to make the point that what we're giving girls, I think, through this effort,
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is a kind of validation,
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a sense of being seen.
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And a sense of the choices that are available in their lives.
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We love them.
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We see them.
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We're not trying to tell them who they ought to be.
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But we're really, really happy about who they are.
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It turns out they're really great.
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I want to close by showing you a videotape
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that's a version of a future game in the Rockett series
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that our graphic artists and design people put together,
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that we feel would please that four percent of reviewers.
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"Rockett 28!"
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Rockett: It's like I'm just waking up, you know?
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BL: Thanks.
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