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Purple Moon

Purple Moon was an American developer of story-driven video games designed primarily for girls aged 8 to 14.

Last updated August 31, 2026

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Overview

Purple Moon was an American video-game developer established in Mountain View, California, during the 1990s to create interactive entertainment for girls. The company was founded by Brenda Laurel and other collaborators and received support from Interval Research, the technology research company associated with the development environment in which Laurel conducted much of her research. Purple Moon emerged during a period when the games industry was increasingly debating the lack of products designed for girls and the limitations of conventional assumptions about female players. Laurel’s approach was informed by approximately four years of interview-based research conducted at Interval Research. Rather than centering its products on conventional action mechanics, Purple Moon emphasized narrative, relationships, identity, choices, and social situations. Its initial games, Rockett’s New School and Secret Paths in the Forest, debuted in 1997. Both were broadly comparable to visual novels, presenting players with character-driven scenarios and decisions intended to encourage reflection on friendship, personal judgment, and social interaction. The company’s work was part of the wider 1990s girl-games movement. That movement gained commercial visibility after the unexpected success of Mattel’s 1996 CD-ROM title Barbie Fashion Designer, which demonstrated that a substantial market existed for computer games marketed to girls. Purple Moon pursued a more research-led and culturally interventionist model than a straightforward character-licensing strategy. Its games sought to give girls stories and choices that reflected everyday concerns while still presenting interactive systems rather than passive media. Purple Moon also operated an associated website, purple-moon.com. The site featured characters from the company’s games and allowed users to exchange virtual items. Some of those items were connected to partnerships with brands and organizations including Bonne Bell and SeaWorld. Because the site was intended for children, registration required parental consent, obtained by email or verbally according to the available reference material. This online activity extended the brand beyond boxed software and created a community-oriented environment around its fictional characters. The company’s products attracted criticism as well as attention. Commentators argued that some of the games could reinforce gender stereotypes, and others raised concerns about ethnic stereotypes in the representation of characters and situations. These criticisms reflected a broader tension in the girl-games movement: products intended to address an underserved audience could also reproduce assumptions about what girls were expected to like or how they were expected to behave. Purple Moon folded in spring 1999. Mattel, the creator of Barbie and one of the most prominent companies in girls’ entertainment, bought the business after its closure. Mattel kept the Purple Moon website available for a period but did not develop additional products under the brand. The company therefore had a short commercial life, but its design research and debates around representation continued to influence discussions about gender, audiences, and authorship in game development. In a 2009 interview, Laurel said that the original need for Purple Moon’s cultural intervention had diminished because girls and women had become full participants in computer-based interactivity, while also observing that female designers still faced barriers to bringing their work to market and that many areas of interest for women and girls remained underserved.

History

Purple Moon developed in the context of 1990s efforts to broaden the audience for computer games. Its founders, including Brenda Laurel, sought to create products for girls between approximately eight and fourteen years old. Laurel’s design philosophy was shaped by four years of interviews conducted at Interval Research, where she examined how girls understood play, identity, relationships, and interactive media. The company was supported by Interval Research and established its base in Mountain View, California. The commercial environment changed significantly after Mattel’s Barbie Fashion Designer became an unexpected success in 1996. That title demonstrated that girls represented a meaningful market for computer software, encouraging publishers and developers to explore the emerging girl-games category. Purple Moon entered this movement with a distinct emphasis on narrative and social decision-making. Its first releases, Rockett’s New School and Secret Paths in the Forest, appeared in 1997. These games functioned broadly like visual novels, using characters and branching or situational choices to explore friendship, school life, self-expression, and personal decisions. Purple Moon expanded these concepts through the Rockett and Secret Paths lines. The Rockett series included Rockett’s New School, Rockett’s Tricky Decision, Rockett’s Secret Invitation, Rockett’s First Dance, Rockett’s Adventure Maker, and Rockett’s Camp Adventures. The Secret Paths series continued with Secret Paths to the Sea and Secret Paths to Your Dreams. The company also released Starfire Soccer Challenge, showing that its catalog was not limited exclusively to one narrative format. The brand’s web presence was an important part of its identity. The associated purple-moon.com website featured characters from the games and enabled visitors to trade virtual items. Partnerships with organizations and brands such as Bonne Bell and SeaWorld supplied some of the items or related activities. Because children could use the website, Purple Moon required parental permission for registration, with consent available through email or verbally according to the reference material. The site represented an early attempt to connect packaged computer games with a continuing online character and community experience. The company’s approach was innovative but contested. Critics argued that some Purple Moon products perpetuated gender stereotypes, while others identified ethnic stereotypes in the games’ representations. These criticisms exposed a central problem in designing for a narrowly defined demographic: an effort to provide recognition and relevance could also rely on simplified ideas about the audience. Purple Moon’s work consequently became part of wider discussions about whether games for girls should be defined by subject matter, mechanics, marketing, or the participation of girls and women in design itself. Purple Moon folded in spring 1999. Mattel subsequently bought the company. Mattel allowed the Purple Moon website to remain online for some time but did not develop additional products under the name. The short-lived business therefore ended without becoming a large continuing franchise, although its research-oriented design process and its role in the girl-games debate gave it lasting historical importance. In a 2009 interview, Laurel reflected that the need for the specific cultural intervention represented by Purple Moon had changed because girls and women had become full participants in computer-based interactivity. She nevertheless maintained that female designers continued to face difficulties in getting their work produced and that many genres and interests relevant to girls and women remained insufficiently served. Purple Moon is consequently remembered both as a defunct game brand and as an experiment in audience research, representation, and inclusive game design.

  • 2009

    Brenda Laurel discusses the brand's legacy

    [1]

    Laurel reflected on the changing participation of girls and women in interactive media and the continuing barriers faced by female game designers.

  • 1999

    Company folds and is bought by Mattel

    [1]

    Purple Moon ceased operations in spring 1999 and was acquired by Mattel, which later discontinued new product development under the brand.

  • 1997

    First two games debut

    [1]

    Purple Moon released Rockett's New School and Secret Paths in the Forest, its first two narrative-focused games.

  • 1997

    Associated website launches

    [1]

    The Purple Moon website connected the games' characters with online virtual-item trading and brand-related activities, subject to parental consent for child registration.

  • 1996

    Barbie Fashion Designer expands the girl-games market

    [1]

    Mattel's unexpected success with Barbie Fashion Designer helped demonstrate the commercial potential of computer games marketed to girls, creating a favorable context for Purple Moon's launch.

Products and positioning

Research-informed, story-centered interactive entertainment for girls, emphasizing friendship, decision-making, identity, and social experience rather than conventional action-game formulas.

  • Narrative adventure and interactive fiction · 1997

    Rockett series

    Purple Moon's Rockett line followed a recurring young protagonist through school, friendship, social choices, and other coming-of-age situations. The series included Rockett's New School, Rockett's Tricky Decision, Rockett's Secret Invitation, Rockett's First Dance, Rockett's Adventure Maker, and Rockett's Camp Adventures. Its design emphasized reading, character interaction, and decision-making rather than action-oriented play.

  • Narrative adventure and interactive fiction · 1997

    Secret Paths series

    The Secret Paths games used story-driven exploration and personal choices to present experiences associated with nature, relationships, aspirations, and self-discovery. The series began with Secret Paths in the Forest and continued with Secret Paths to the Sea and Secret Paths to Your Dreams. Like other Purple Moon releases, the games were designed for girls and drew on the company's interest in social and emotional forms of interaction.

  • Sports video game

    Starfire Soccer Challenge

    Starfire Soccer Challenge was a Purple Moon title outside the principal Rockett and Secret Paths lines. Available reference material identifies it as part of the company's catalog but does not provide enough detail to characterize its mechanics, release platform, or commercial performance more specifically.

  • Online brand community · 1997

    Purple Moon website

    The associated website extended the brand through game characters, virtual-item trading, and partnerships involving organizations such as Bonne Bell and SeaWorld. It was designed for a young audience and required parental consent for registration. Mattel kept the site running temporarily after acquiring Purple Moon, but it was not developed into a continuing product platform.

Controversies

  • Criticism over gender and ethnic stereotypes

    Purple Moon's games were criticized by commentators who argued that they could perpetuate gender stereotypes and ethnic stereotypes. The criticism formed part of broader debates about representation and the assumptions embedded in games designed specifically for girls.

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Brand decisions

  • 1999

    Mattel buys Purple Moon after its closureM&A

    Background

    Purple Moon folded in spring 1999 after a short operating period.

    Action taken

    Mattel acquired the company and temporarily maintained its website, without developing additional Purple Moon products.

    Aftermath

    The Purple Moon brand ceased to operate as an active game developer and did not become an ongoing Mattel product line.

  • 1997

    Launch narrative games for girlsProduct launch

    Background

    Purple Moon entered the growing girl-games market after research into girls' experiences and the commercial success of Barbie Fashion Designer demonstrated demand for software aimed at young female players.

    Action taken

    The company released Rockett's New School and Secret Paths in the Forest, using visual-novel-like storytelling and choices involving friendship and decision-making.

    Aftermath

    The releases established Purple Moon's distinctive research-led, relationship-oriented position, although the company's products also attracted criticism about stereotypes.

Recent events

  • 2009

    Brenda Laurel reflects on Purple Moon and women in game development[1]

    Other

    In a later interview, Brenda Laurel assessed the changing role of girls and women in computer interactivity and argued that female designers and underserved areas of interest still faced significant barriers.

  • 1999

    Purple Moon folds and is acquired by Mattel[1]

    M&A · Bankruptcy

    Purple Moon ceased operations in spring 1999 and was bought by Mattel, which maintained the associated website temporarily but did not produce further Purple Moon products.

  • 1997

    Purple Moon launches its first two games[1]

    Product launch

    Purple Moon debuted Rockett's New School and Secret Paths in the Forest, introducing its narrative-focused approach to games for girls.

Sources2 sources

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