What happened to browser girl games
Maddie Agne, writing for This Week in Videogames, argues that the browser games once aimed at girls have decayed from earnest products into slop. She traces the genre to the post-1983 crash, when the industry narrowed its idea of its audience and, in the words of RMIT lecturer Stephanie Harkin, built an "edgy, aggressive culture" that excluded many girls. CD-ROMs and then browser sites such as GirlsGoGames, Stardoll and GirlsPlay gave girls a space of their own. Carly Kocurek of Illinois Tech notes that Mattel designed for hand-me-down computers because girls would control those machines.
Agne grants that cooking, fashion and boy-centred games were sexist in their own right, but says the genre also offered adventure, sports and art. Harkin credits the developers, many of them women doing focus-group research, with sincerity, even if their parent companies were more cynical. Today's offerings, with titles like Crazy Aunt: Slap and Punch and Rainbow Bridezilla Wedding Planner, keep the dress-up and puzzle mechanics but drop any wish to serve young players. Agne reads that as a sign of how the industry regards young girls.
CounterpointCritics of the 'girl games' label, including some of the researchers Agne quotes, argue that gendered marketing reinforced stereotypes and walled girls off from mainstream games. Others would say the decline reflects ad-funded browser economics rather than any attitude toward girls.