Brenda Laurel
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Brenda Laurel (born 1950) is an American interaction designer,
video game design Video game design is the process of designing the rules and content of video games in the Video game development#Pre-production, pre-production stage and designing the gameplay, environment, storyline and characters in the Video game development ...
er, and researcher. She is an advocate for diversity and inclusiveness in video games, a "pioneer in developing
virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
", a public speaker, and an academic. She was founder and chair of the graduate design program at
California College of the Arts The California College of the Arts (CCA) is a private art school in San Francisco, California. It was founded in Berkeley, California in 1907 and moved to a historic estate in Oakland, California in 1922. In 1996, it opened a second campus in ...
(from 2006 to 2012); as well as the media design graduate program at
Art Center College of Design The ArtCenter College of Design is a private art college in Pasadena, California. It was incorporated in 1930 as a degree-granting institution of higher learning in the US created specifically for students of both the visual arts and design. ...
(from 2000 to 2006). She has worked for
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
, co-founded the game development studio Purple Moon, and served as an interaction design consultant for multiple companies including
Sony Pictures Sony Pictures Entertainment Inc. is an American diversified multinational mass media and entertainment studio conglomerate that produces, acquires, and distributes filmed entertainment (theatrical motion pictures, television programs, and rec ...
,
Apple An apple is a round, edible fruit produced by an apple tree (''Malus'' spp.). Fruit trees of the orchard or domestic apple (''Malus domestica''), the most widely grown in the genus, are agriculture, cultivated worldwide. The tree originated ...
, and
Citibank Citibank, N.A. ("N. A." stands for "National bank (United States), National Association"; stylized as citibank) is the primary U.S. banking subsidiary of Citigroup, a financial services multinational corporation, multinational corporation. Ci ...
. As of 2021, her current work focuses on STE(A)M learning, and the application of
augmented reality Augmented reality (AR), also known as mixed reality (MR), is a technology that overlays real-time 3D computer graphics, 3D-rendered computer graphics onto a portion of the real world through a display, such as a handheld device or head-mounted ...
within it.


Early life and education

Brenda Kay Laurel was born on November 20, 1950, in
Columbus, Ohio Columbus (, ) is the List of capitals in the United States, capital and List of cities in Ohio, most populous city of the U.S. state of Ohio. With a 2020 United States census, 2020 census population of 905,748, it is the List of United States ...
. She received her
Bachelor of Arts A Bachelor of Arts (abbreviated B.A., BA, A.B. or AB; from the Latin ', ', or ') is the holder of a bachelor's degree awarded for an undergraduate program in the liberal arts, or, in some cases, other disciplines. A Bachelor of Arts deg ...
from
DePauw University DePauw University ( ) is a private liberal arts college in Greencastle, Indiana, United States. It was founded in 1837 as Indiana Asbury College and changed its name to DePauw University in 1884. The college has a Methodist heritage and was ...
, and her
Masters of Fine Arts A Master of Fine Arts (MFA or M.F.A.) is a terminal degree in fine arts, including visual arts, creative writing, graphic design, photography, filmmaking, dance, theatre, other performing arts and in some cases, theatre management or arts admin ...
as well as her Ph.D. from
Ohio State University The Ohio State University (Ohio State or OSU) is a public university, public Land-grant university, land-grant research university in Columbus, Ohio, United States. A member of the University System of Ohio, it was founded in 1870. It is one ...
. Her Ph.D. dissertation was published in 1986, titled "Toward the Design of a Computer-Based Interactive Fantasy System", and would form the basis of her 1991 book "Computers as Theater".


Career

Laurel's first games were for the CyberVision 2001 platform, where she worked as a designer, programmer, and manager of educational product design from 1976–1979. She then moved to
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
as a software specialist, later becoming manager of the Home Computer Division for Software Strategy and Marketing, where she worked from 1980 to 1983. After finishing her Ph.D., Laurel worked for
Activision Activision Publishing, Inc. is an American video game publisher based in Santa Monica, California. It serves as the publishing business for its parent company, Activision Blizzard, and consists of several subsidiary studios. Activision is one o ...
from 1985 to 1987. In the late 1980s and early 1990s she worked as a creative consultant on a number of LucasArts Entertainment games, and Chris Crawford's '' Balance of the Planet''. During this time Laurel also co-founded Telepresence Research, Inc., and became a research staff member at the
Interval Research Corporation Interval Research Corporation was founded in 1992 by Paul Allen and David Liddle. It was a Palo Alto laboratory and technology incubator focusing on consumer product applications and services with a focus on the Internet. A 1997 version of the ...
where she worked on research investigating the relationship between gender and technology. She is also a board member at several companies and organizations.


Purple Moon and games for girls

As one of the earliest female game designers, Laurel became active in writing on the topic of developing video games for girls. She posited that while the early video game industry focused almost exclusively upon developing products aimed at young men, girls were not inherently disinterested in the medium. Rather, girls were simply interested in ''different kinds'' of gaming experiences. Her research suggested that young women tended to prefer experiences based around complex social interaction, verbal skills, and
transmedia Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling) is the technique of adapting a single story or story experience across multiple platforms and formats using current digital technologies. From a product ...
. In 1996, Laurel founded Purple Moon, a software company focused on creating games aimed at young girls between the ages of 8 and 14. Laurel's vision was to create games for girls that had a greater focus on real life decision-making rather than appearances and materiality. The company was an experiment in turning research on girl's gaming preferences into marketable video games. The firm produced games designed around storytelling, open-ended exploration, and rehearsing realistic scenarios from one's day-to-day life, as opposed to competitive games featuring scores and timed segments. The company produced ten games primarily divided into two series: " Rockett", which focused around a young girl's daily interactions, and the more meditative " Secret Path" series. Purple Moon was eventually acquired by
Mattel Mattel, Inc. ( ) is an American multinational corporation, multinational toy manufacturing and entertainment company headquartered in El Segundo, California. Founded in Los Angeles by Harold Matson and the husband-and-wife duo of Ruth Handler, ...
in 1999, but was later closed. Purple Moon received criticism for focusing on designing games based on gender. The research was accused of reinforcing the differences between genders that girls were already socialized to accept, thus the focus on the stereotypically feminine values of cooperation, narrative, and socialization as opposed to the stereotypically masculine values embodied in most games as violence and competition.


Virtual reality

In 1989, Laurel and Scott Fisher founded Telepresence Research, a company focusing in first-person media,
virtual reality Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video gam ...
, and remote presence research and development. In Laurel's work regarding interface design, she is well known for her support of the theory of ''interactivity,'' the "degree to which users of a medium can influence the form or content of the mediated environment." Virtual reality, according to Laurel, is less characterized by its ''imaginary'' or ''unreal'' elements than by its ''multisensory'' representation of objects, be they real or imaginary. While discussions around virtual reality tended to center on visual representations, audio and kinesthesia are two potent sources of sensory input that virtual reality devices attempt to tap into. Laurel's 1994 ''Placeholder'' installation at Banff Center for the Arts—a collaboration with Rachel Strickland—explored these multisensory possibilities. ''Placeholder'' was the first VR project to separate gaze from direction of movement, allow for two hands to participate, support two player games, and use imagery from natural landscape. The installation allowed multiple people to construct a narrative by attaching movement trackers to its subjects' bodies while letting them navigate a virtual environment by doing common physical acts with special results, such as flapping one's arms to fly.


Academia

Following the closure of Purple Moon, Laurel worked as
chair A chair is a type of seat, typically designed for one person and consisting of one or more legs, a flat or slightly angled seat and a back-rest. It may be made of wood, metal, or synthetic materials, and may be padded or upholstered in vario ...
and professor at the
ArtCenter College of Design The ArtCenter College of Design is a private art college in Pasadena, California. It was incorporated in 1930 as a degree-granting institution of higher learning in the US created specifically for students of both the visual arts and design. ...
, and later the
California College of the Arts The California College of the Arts (CCA) is a private art school in San Francisco, California. It was founded in Berkeley, California in 1907 and moved to a historic estate in Oakland, California in 1922. In 1996, it opened a second campus in ...
, additionally becoming an
adjunct professor An adjunct professor is a type of academic appointment in higher education who does not work at the establishment full-time. The terms of this appointment and the job security of the tenure vary in different parts of the world, but the term is gen ...
at the
University of California, Santa Cruz The University of California, Santa Cruz (UC Santa Cruz or UCSC) is a public university, public Land-grant university, land-grant research university in Santa Cruz, California, United States. It is one of the ten campuses in the University of C ...
. She currently teaches Design Research, Critique, Methods for Innovation and Creativity, and Interaction in the Polis.


Awards

In 2015 Laurel won the ''Trailblazer'' award at the IndieCade festival.


Works


Books

* ''Computers as Theatre'' (2nd Edition), Addison-Wesley Professional, (2013) * ''Design Research: Methods and Perspectives'', MIT Press, (2004) * ''Utopian Entrepreneur'', MIT Press (2001) * ''Computers as Theatre'', Addison-Wesley (1991) * ''The Art of Human-Computer Interface Design'', Addison-Wesley (1990)


Essays

"Tech Work by Heart" in Women, Technology, Art, edited by Judy Malloy, is an early essay explaining the origins of Purple Moon.


Games

*''Goldilocks'', on CyberVision. (1978) * Hangman, on CyberVision. (1978) * Labyrinth: The Computer Game (1986) * ''Rockett's New School'', Purple Moon Media. (1997) * ''Secret Paths in the Forest'', Purple Moon Media. (1997) * ''Rockett's Tricky Decision'', Purple Moon Media. (1998) * ''Rockett's Secret Invitation'', Purple Moon Media. (1998) * ''Rockett's First Dance'', Purple Moon Media. (1998) * ''Rockett's Adventure Maker,'' Purple Moon Media. (1998) * ''Secret Paths to the Sea'', Purple Moon Media. (1998) * ''Starfire Soccer Challenge'', Purple Moon Media. (1998)


Media appearances

* Colonizing Cyberspace (1991) * Cyberpunk (1990) Cyberpunk
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"Games for girls" (TED1998)


Personal life

She works as a consultant and speaker, and is a part-time
abalone Abalone ( or ; via Spanish , from Rumsen language, Rumsen ''aulón'') is a common name for any small to very large marine life, marine gastropod mollusc in the family (biology), family Haliotidae, which once contained six genera but now cont ...
diver.


See also

* List of programmers * List of women in the video game industry *
Women and video games The relationship between women and video games has received extensive academic and media attention. Since the 1990s, female gamers have commonly been regarded as a minority. However, industry surveys have shown that over time, the gender ratio h ...
*
Women in computing Women in computing were among the first programmers in the early 20th century, and contributed substantially to the industry. As technology and practices altered, the role of women as programmers has changed, and the recorded history of the fi ...


References


External links


Designing for Interaction Interview
* {{DEFAULTSORT:Laurel, Brenda Interface designers Virtual reality pioneers Ohio State University alumni DePauw University alumni American video game designers Women video game developers American women game designers American digital artists Living people California College of the Arts faculty Women digital artists 1950 births 21st-century American women artists 21st-century American women academics 21st-century American academics women=yes Electronic literature critics