Quiz Video Games Codexery

Let's Talk About Me

A 1995 activity centre game for girls.

Let's Talk About Me

Let's Talk About Me is a 1995 activity center video game aimed at girls, created by GirlGames Inc. and team smartyPants!, and released by Simon & Schuster Interactive for Macintosh, Windows, and Windows 3.x. A follow-up, Let's Talk About Me Too, came out in 1997.

The game was GirlGames' first title. Software designer Lara Groppe founded the company in 1993 after researching how girls used computers, finding they preferred shorter sessions and content that was both educational and fun. Earlier proto-girls' games from the 1980s included Jenny of the Prairie, Cave Girl Clair, Kirsten and her Family, and Sara and her Friends. Heather Kelley joined the team in October 1995 when the company relocated from Houston to Austin, Texas; her role was research. Groppe reportedly showed Kelley's resume to her mother, who immediately said "hire her." Kelley split her time between the game and the company's website. Unusually, the target market helped shape the product directly rather than just playtesting it after completion.

The game functions as an activity center for girls aged 10 to 14, featuring quizzes and minigames on topics like horoscopes and fashion. It has four sections: "My Personality," "My Body," "My Life," and "My Future"—the last based on conjecture, while the others mix education with fun. One game explores "the perils of puberty." The sequel includes sections called My Diary, My Hairmaster Deluxe, My Zodiac Zone, and My Personality. SuperKids called it an "interactive, multimedia version of Young Miss magazine."

SuperKids praised the game for giving girls a reason to use computers, seen as positive since girls lagged behind boys in PC use. Millennium Girls: Today's Girls Around the World described it as a slow, girl-oriented counterpart to "twitch" games for boys. New Trends in Software Methodologies, Tools and Techniques called it an excellent program for teenage girls. In its first eight months, the game sold half a million copies. Critical Readings: Media And Gender noted its market success proved young women were a viable target audience for video games.

Title
Let's Talk About Me
Developer
GirlGames Inc. and team smartyPants!
Publisher
Simon & Schuster Interactive
Release year
1995
Platforms
Macintosh, Windows, Windows 3.x
Genre
Activity centre
Target audience
10-14-year-old girls

Lore & Background

Let's Talk About Me was developed by GirlGames Inc., a company founded in 1993 by software designer Lara Groppe. Groppe's research into girls' use of computers found that they used them for shorter bursts and preferred content that was educational as well as entertaining. This led to the creation of Let's Talk About Me as the company's debut title. Heather Kelley was hired in October 1995 as the company moved from Houston to Austin, Texas; her role was to do research for the game. Groppe showed her resume to her mother, who said on the spot 'hire her'. Kelley split her time between working on the game and on the website.

The game plays as an activity centre with both quizzes and minigames exploring themes such as horoscopes and fashion. It consists of four sections: 'My Personality,' 'My Body,' 'My Life,' and 'My Future'. The first three mix educational content with fun gameplay, while 'My Future' is based on conjecture. One game explores the 'perils of puberty'. SuperKids described it as an 'interactive, multimedia version of Young Miss magazine'.

Development was

Reader's Guide

Let's Talk About Me holds significance as an early example of a commercial video game designed specifically for girls, a market largely overlooked at the time. Its success—selling half a million copies in eight months—provided proof that young women were a viable target market for video gaming, as noted in Critical Readings: Media And Gender. The game's development process was also notable: rather than testing a finished product, GirlGames involved the target audience directly in shaping the game. This approach, combined with research by Lara Groppe showing that girls used computers for shorter bursts and wanted educational yet entertaining content, influenced the design of the activity centre. The game was part of a wave of girl-oriented titles that included Purple Moon, Her Interactive, and Girl Tech, all founded in 1997. Critical reception was mixed: SuperKids praised it for getting girls interested in computers, while Millennium Girls: Today's Girls Around the World called it a slow, girl-gendered counterpart to 'twitch' games for boys. New Trends in Software Methodologies, Tools and Techniques considered it an excellent program for teenage girls. The game's legacy lies in demonstrating that a female-focused gaming market could be profitable and in pioneering participatory design with its intended audience.

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