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American Girl is a series of video games developed by various studios and distributed by American Girl.. Games in the American Girl series are based upon characters and stories set within the toy line's fictional universe, from historical-era characters like Kit Kittredge, to contemporary ones such as those from the Girl of the Year line or WellieWishers.
This is an accepted version of this page This is the latest accepted revision, reviewed on 22 November 2024. American Girl is an American line of 18-inch (46 cm) dolls released originally in 1986 by Pleasant Company (now Mattel). The dolls portray eight to thirteen-year-old girls of a variety of backgrounds. They are sold with accompanying books told from the viewpoint of the girls. Originally ...
American Girl is an American line of 18-inch (46 cm) dolls released on May 5, 1986, by Pleasant Company. The dolls portray eight- to fourteen-year-old girls of various ethnicities, faiths, nationalities, and social classes throughout different time periods throughout history. [1]
American Girl dolls were a cult-like phenomenon that seemed inescapable for any child of the '90s. In 1986, the first three dolls hit the market – Molly McIntire, Kirsten Larson and Samantha ...
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An American Girl Story – Maryellen 1955: Extraordinary Christmas: Maryellen Larkin November 25, 2016 [11] TV-Y/PG (BBFC) [25] An American Girl Story – Ivy & Julie 1976: A Happy Balance: Ivy Ling and Julie Albright March 24, 2017 [26] G An American Girl Story – Summer Camp, Friends for Life: Z Yang June 9, 2017 [27] G American Girl Corinne ...
American Girl has introduced a new historical character, Claudie Wells.Her story, created in collaboration with New York Times best-selling novelist Brit Bennett, author of the Vanishing Half ...
The game marked the debut of Pleasant Company – the creator of the American Girl franchise – into the digital software space. [11] Linda Ehrmann, vice president of Internet business strategy consulting firm Grey Interactive, said that the video game had a due potential as it was entering a relatively untapped market, commenting that in the interactive media space, "girls are for the most ...
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