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  2. Girls' video games - Wikipedia

    en.wikipedia.org/wiki/Girls'_video_games

    Girls' video games are a genre of video games developed for young girls, mainly in the 1990s. [ 1 ] [ 2 ] The attempts in this period by several developers to specifically target girls, which they considered underserved by a video games industry mainly attempting to cater to boys' tastes, are also referred to as the "girls' games movement."

  3. Little Misfortune - Wikipedia

    en.wikipedia.org/wiki/Little_Misfortune

    May 29, 2020. Genre (s) Adventure, Horror [ 2][ 3] Mode (s) Single-player. Little Misfortune is a 2019 horror [ 2] adventure video game developed and published by the independent Swedish studio Killmonday Games. It released for Linux, macOS, and Windows on September 18, 2019, for Android and iOS on February 13, 2020, and for PlayStation 4, Xbox ...

  4. Purple Moon - Wikipedia

    en.wikipedia.org/wiki/Purple_Moon

    Purple Moon was an American developer of girls' video games based in Mountain View, California. Its games were targeted at girls between the ages of 8 and 14. The company was founded by Brenda Laurel and others, and supported by Interval Research. [4] They debuted their first two games, Rockett's New School and Secret Paths in the Forest, in 1997.

  5. Discover the best free online games at AOL.com - Play board, card, casino, puzzle and many more online games while chatting with others in real-time.

  6. Girls' Frontline - Wikipedia

    en.wikipedia.org/wiki/Girls'_Frontline

    Girls ' Frontline (simplified Chinese: 少女前线; traditional Chinese: 少女前線; pinyin: Shàonǚ Qiánxiàn) is a mobile strategy role-playing game for Android and iOS developed by China-based studio MICA Team, where players control echelons of android characters, known in-universe as T-Dolls, each carrying a distinctive real-world firearm.

  7. Girls' toys and games - Wikipedia

    en.wikipedia.org/wiki/Girls'_toys_and_games

    An industry executive points out that girls have entered the "tween" phase by the time they are 8 years old and want non-traditional toys, whereas boys have been maintaining an interest in traditional toys until they are 12 years old, meaning the traditional toy industry holds onto their boy customers for 50% longer than their girl customers.

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