From oct 2010 my educational posts are published only on Pip
Visar inlägg med etikett Princess Leia. Visa alla inlägg
Visar inlägg med etikett Princess Leia. Visa alla inlägg

24 juli 2010

Girls’ Games IV – tweens and teens today are same same but different


We adored Madonna, today there is Lady Gaga. The through all times eternal icon for all girls of any kind is Marilyn Monroe – these are the women who are sexy and thereby adored by men, but who still keep the power over themselves and turn the worship to their own profit. This is why big busted Lara Croft worked well also for women even if her breast size was debated.

We found inspiration in future heroes Princess Leia, Ripley and E.T. Today’s girls get inspired by mystic Bella Swan, Arven and Avatar. I’d say the only difference is that in the 80s space was the mystery – the future, today the Twilight zone is what we long for – a place we don’t know anything about and therefore can have promising hopes for.


TV provided us with Pamela Barnes Ewing, Sammy Jo Carrington and Melissa Channing. Today it’s Hannah Montana, Lauren Conrad and Sara Sidle(CSI) and many more. In the 80s the grown up intrigues were showing us how normal we were in our real lives. Today someone else’s strange real lives are telling us how boring we are in our real lives.


We wore Levi’s, Converse and biker tights. Today’s girls dream of Chanel, Miss Sixty and Louis Vuitton. The economy is kind of different and the kindness of the parents has grown.


We screamed after Michael Jackson, Kiss and a little later on Public Enemy. Girls today have a wider selection and much younger, almost peers to follow. Some of the faves are Tokio Hotel, Robert Pattinsson, Zac Efron, Jonas Brothers, McFly.


So the habits are the same while there are minor differences in economy, lifestyle and male icons. What differs is of course the standard access to Internet, mobiles and games.

Most remarkable is probably the mobile phone use. 54% of all am teens text daily and sends and receives 50 or more messages per day – 1500 per month! 14-17 year old girls are the most active texters, sending 100 or more messages per day.

Next is that girls play games.
97% of all American kids and more than half of American adults play often. The NPD Group report “Gamer Segmentation 2009,” says that 28% of females are playing video games (40% of all players). But not all female gamers are young. More than 33% of women ages 18 and up play video games – surpassing the 18% of boys ages 17 and younger who play video games.

With Stardoll’s 60 million members there is no doubt that girls like and spend time on online fashion games, if they are designed the right way. A majority of the girls on Stardoll are 11-12 years old.

Stardoll was specifically designed for these young girls – those who had left their Barbies and who started to turn to the grown up world for the first time. It was designed to be a free pass from school yards’ peer pressure and from impossible media dreams. It’s a place where girls know they are welcome, where they are safe to be girls. It’s a place where they can explore their growing personalities and try out both looks and social behavior without worries, restrictions or risk taking. They can’t do anything wrong, their creations are always right, they are right.

But it is also those who still have the time
, and who is still more in an experimental world of play. Around the age of 15 these girls are turning to the real world for real life practice. They almost don’t play computer games at all.
What they practice on and offline is self marketing – to be seen. They blog and participate in social networks to promote themselves. They do absolutely use Facebook or other social networks, but not as often as those age 25-45 years old. They don’t need to, they see their friends much more often than we oldies do.

Overall the media time spent is not that different!
8-18 years old spend 32% of their media time on TV, 25% on their computer and 20% on their mobile phone. Consoles only take 5% of their time, partly due to that it’s not a multimediatasking activity. Both TV and videogames are decreasing the older the teenager get, while music takes more and more of their time. Style, music and friends make the identity.





Going back to my own teenage head I guess girls run about the same kind of mental life today. Friends and media are the only things that matters. Popularity and being seen is in focus and most girls don’t have time for games between school, sports and friends as soon as they are free to go and do where/whatever they want.

all stats are found here

Previous Girls' Games Posts
1980-1984
Kids 2010
1984-1994

17 juli 2010

Girls' Games I - 1980-1984

I'm thinking about girls' games, why and what they are, and I begin here today with my own experiences of games, friends and what we played back then around 1980-1984.

Me and a friend went to see a movie on our own for the first time when we were about seven. We choose Star Wars. Soon after dad returned from the States with a Star Wars printed long sleeved t-shirt for me. I wore it every day. It made me kind of interesting and in and Princess Leia in the front of the image was radiant.

Star Wars was a big thing by then. The boys in class did nothing but played with Star Wars dolls (for boys called figures, for girls dolls), while the girls had absolutely no interest in spacecrafts’ heavy artillery down the sandbox, resulting in explosions throwing the dolls, sorry figures, in all directions. We were lining up for ‘throwing ball at the wall’, where the rules were clear and everybody waited for their turn. Conflicts were by that easy to solve through discussions, and no pell-mell necessary. A few of the guys were sometimes jumping in.


About the same time most of us got a Game & Watch. I got some strange copy from dad when he came home from Asia. There was also a digital watch including a plane bombing game that gained me some status amongst my classmates.

Neither Star Wars or these first games had any gender tags by then. They were marketed as family entertainment.


A couple of years later the talented boys (these later on, not very cool guys) in class started to focus on Dungeons and Dragons, as well as designing road and water maps on checked paper. The girls at that time were lining up for jumping twist with rubber strings, waiting for our turn, following the rules. Sometimes we tried to adopt the guys’ interests as football and marbles just to get some time spent together, but most of all we enjoyed the mixed teams hunting each other down on the meandering backyards. Actually when thinking about it, the same guys sometimes jumped in on the rubber strings and also preferred the mixed team hunts.

A guy in our class got an Atari console. We used to gather at his place to race with cars. The girls tried it. The guys had absolutely no problem with that, and they did not in any way try to exclude us, and yet we weren’t that interested, only for shorter pauses in more interesting real life interactions. Soon all boys had a console at home. None of the girls did. I guess also the parents found car racings and war games more proper for young boys than for the girls.

As I remember it the girls and the boys had different interests of their own as well as mixing up and trying out each others' games. The theme of the console games did by time not match the girls' interests at all why the games became a boys' thing.

To be continued...

26 mars 2010

You are never alone

I got a little perplex yesterday, reading a striking post on our role model Lady Lovelace. Although it is my mantra and foundation in all I do, it’s still the strangest feeling everytime you realize how true it is that you are never alone. I’m stuffed with studies on why girls often/normally don’t take interest in techniques, and yet this post again put the finger on my own personal history up til today.

The author Audrey Watters describes how she in the late seventies got her first inspiration from Princess Leia, was more into geek things but yet ended up as the girl ‘who minored in Women’s Studies but took the “easy” science and math classes for graduation because somewhere along the way I’d got the message that science and technology weren’t really my thing.’

I did all that. My second daughter is not named Leia for no reason. The impression of the original has never vanished. I’ve always been all brains in school although my friends never expected it and got just as surprised by the exams every year. I hid it well, and did my best not to stand out as a swot. I wanted to be the cool, soft type hanging outside the school gates (even though I didn’t smoke, smoking was too stupid for me) and did well on that role. Also I wanted to become a photo model, it was the times of Paulina Poriskova, Claudia Schiffer and Emma Wiklund – or winning the Nobel Prize – kind of split idea of who I was, typical to most young girls today I guess…

Of course I followed friends and other normal people for the standard studies of economy. Tech school never even came close to my mind. The image of me amongst hundreds of geek guys was just not realistic (today geek has quite a better status even amongst girls then it had before the Internet era). Yet the interest for computers and programming was persistent and after years of studies in the more female populated classes of communication, media, pedagogy and hr, I ended up in the right spot of the by the time so called ‘Multimedia’. Creative presentations on CD-ROM lead me further to social medias as MUD’s and MOO’s, lead me further to programming chat bots.

Probably due to my split goals and feeling of not going in the fully right direction being steered by powers above my own head, I early developed the deepest interest for genus studies and realized how much work there is still to do on the boys vs girls thing in all fields. The origin for me working with MOO’s was a friend and partner who considered himself not to be neither a girl or a boy, but a sex not defined, but in the virtual existence he could be what is felt he was. When programming chat bots the genus aspect arised again in the dialogue between a real life person and a fictive man or woman.

When I finally got the offer to inherit 200 dress up dolls (a genius idea by the founder Liisa) and expand them to a complete ‘game’ for young girls, there was no risk. There were no such great places for girls at the Internet 5 years ago. There was an empty hole to just fill. When offering young girls what they are interested in within the computer we are one step closer to allowing them to further develop the possibilities. Today girls know that they are on the right spot, doing the right thing when they sit by the computer. It’s a small but good start.