
In the mid-to-late 1990s, a "Girl Games" movement emerged to challenge the male-dominated gaming industry. This movement was spearheaded by companies like Purple Moon, founded by Brenda Laurel.
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On quiet nights she would look up at the skyline and feel both tall and small at once—tall enough to reach the high wires of possibility, small enough to notice the fissures in a stone where a seed might take root. The city, shaped by hands that had learned to be careful, felt like a game won not by conquest but by care. In the mid-to-late 1990s, a "Girl Games" movement
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