A Brief History of Free Online Girl Games
Article by Jertri Hayes
A Brief History of Free Online Girl Games – Computers
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Traditionally, video games have been marketed primarily to young men, as any survey of an electronics store game rack will tell you. As free and pay-to-play games have appeared on the Internet, the online offerings have tended to reflect the retail trends. Today, though, social and market changes are having an impact on the market. More video games are being developed for girls, and free girl games are coming available online.
Video games emerged in the 1980s as an entertainment by-product of traditional computer programming. In some cases, computer games were even developed as teaching tools to familiarize the workforce with computers. Then, they were not the hip thing that they are today; they were the creation of the old school of tech geek. During the 1980s, men made up by far the lion’s share of the technology workforce.
Even as the first wave of incredible success stories began to emerge from technology, computer programming as not a sexy profession. Computer companies had yet to start breaking the rules of business, and their offices were traditional, cubicle-dominated, sterile workplaces, full of white-shirted nerds clacking away at their computer keys. Information Technology had not yet become the IT profession that it soon would.
The video gaming business matured into an industry of its own with the advent of gaming consoles, and a new wave of games began to hit the market. Most of these games saw the character’s avatar placed in traditional alpha male roles, surrounded by comic-book scenery, and moving through an escapist storyline. They were made by male programmers for a male market, and they were obviously the product of the culture that created them.
It wasn’t until the 1990s that parents and school counselors started to encourage girls to pursue careers in technology, and by then the boys had gotten a big head start. A particular kind of boys and men were both the creators and the consumers of tech products. They defined how technology was made. They defined what it was made for. And they defined the culture of technology as a sort of nerdy boy utopia.
Gaming consoles rapidly turned into sophisticated machines, and games grew in intensity and complexity. The marketing that accompanied these changes not only defined an industry, it also created a subculture. With money rolling in and nearly unlimited funds to expand the market, a pathos evolved around the fantastical universe of the games designed to play upon adolescent male appetites. It was defined by in-depth fantasy, by violence, often by vicarious law-breaking, and even overtly sexualized images of women.
Still, by the beginning of the 21st century, the female gaming market was beginning to grow. It was inevitable. Women were joining the technology workforce. Young girls were growing up on technology and looking to it for entertainment. And fundamentally, what’s sauce for the gander will eventually be sauce for the goose.
The female market is now an area of rapid growth in the video game marketplace. Consequently, developers are paying more attention to female-oriented products. The electronics store rack still looks largely blue, but there is an increasing patch of pink. Online, free girl games can be found, especially for young girls. As women (and their daughters) plug in more and more, it stands to reason that the options available to them will continue to expand.
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Traditionally, video games have been marketed primarily to young men, as any survey of an electronics store game rack will tell you.
Use and distribution of this article is subject to our Publisher Guidelines
whereby the original author’s information and copyright must be included.
Jertri Hayes
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Traditionally, video games have been marketed primarily to young men, as any survey of an electronics store game rack will tell you.
Use and distribution of this article is subject to our Publisher Guidelines
whereby the original author’s information and copyright must be included.
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