No girl wins: three ways women unlearn their love of video games – Offworld
Several times I assigned Brenda Laurel’s Utopian Entrepreneur, which described the rise and heartbreaking fall of her girl-centered, girl-positive gaming company, Purple Moon during the 1990s. My own daughter (who is 13) has enjoyed man more opportunities to be both girly and nerdy — something that seems to have been a lot harder 20 years…


















