From a design perspective, what factors make a game “girl-friendly?
” My answer to this question is primarily based on our games and what we’ve learned to date. Based on many years of test group findings with girls, we have honed the success formula down to a strong storyline, rich characters, graphics and environments. Girls also enjoy the social character interaction that our games provide, the exploration they allow, and the challenge of the puzzles, that require problem-solving. We also work with a core team of teen girl Beta testers for each game, so that we can get and incorporate their feedback into the games. Is there a right and wrong way to approach “girl games?” What are some examples of each? Tween/teen girls like to be empowered and to be in control. Since our games are first person games, players assume the role of Nancy Drew and experience what it’s like to be independent, which is empowering. We would also describe Nancy as gutsy, independent, and a “get-the-job-done” positive role model. Our adventure game formula also enables players