Q: It seems that your latest release, Nancy Drew: Secrets Can Kill, does not contain as many stereotypically feminine interests as your first two games. Secrets Can Kill has been praised for being mentally challenging and for teaching critical thinking skills. Superkids Educational Software Review wrote that Secrets Can Kill is "one of the few (games) aimed at adolescent girls that encourages them to be clever and not frivolous." Does this change in game content in your latest release reflect a change in how the HerInteractive team is viewing girl games and the girl games market?
A: Not really. We believe and have always believed that girls deserve the same entertainment opportunities as boys. It's important for both boys and girls to have fun with technology at an early age, and continue to enjoy technology as they mature. Embracing technology at an early age is a prerequisite to making a difference in today's world. I am proud to be part of a company that addresses the preferences of girls in producing interactive mystery entertainment.
Q: In Secrets Can Kill, there are Asian, Hispanic, African-American, and Caucasian characters. Is HerInteractive trying to reach different classes/races/ethnicity's with its products?
A: We choose titles for our interactive mysteries from the Nancy Drew Case Files book series from Simon & Schuster. In order to create an interactive game, the book must meet certain criteria. We do attempt to choose books that represent diversity.
Q: On HerInteractive.com's website, statistics are cited that show that the girl games market will expand to more than $400 million by the year 2000. What do you think the reasons are for that expansion?
A: The gaming industry is finally beginning to take serious notice of an extremely lucrative market opportunity. After all, we are half of the population! Many companies have contributed to growing this market for girls, and we expect this trend to continue.
Q: What do you envision for the future of computer games and the gaming industry?
A: Different genres of interactive entertainment. Mysteries appeal to us all because of the strong narrative and intellectual challenge. We are still in the infancy of interactive entertainment, and as we near the 21st century, we are witnessing the convergence of TV and computers. Interactive entertainment will become the television of tomorrow.
Q: What would you personally like to see change in the gaming industry?
A: More concentration of high quality games that don't rely on gratuitous violence.
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