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The Story of Purple Moon
Author(s) -
Ireland Christopher
Publication year - 1998
Publication title -
design management journal (former series)
Language(s) - English
Resource type - Journals
eISSN - 1948-7169
pISSN - 1045-7194
DOI - 10.1111/j.1948-7169.1998.tb00228.x
Subject(s) - verdict , work (physics) , new moon , history , advertising , political science , engineering , business , law , mechanical engineering , physics , astronomy
GIRLS DON'T LIKE to play computer games. That was the verdict of companies that had tried and failed to come up with games aimed at girls. Then came Purple Moon, the company that broke the rules and made games girls loved. Christopher Ireland details the four‐year research program behind this achievement—an innovative, customized research approach. Of particular significance, researchers continued their work during the development phase of the project, a collaboration with designers that Ireland highlights as important to Purple Moon's success.

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