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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. [1]
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."
MGA Entertainment Inc. (short for Micro-Games America Entertainment; sometimes referred to as MGA) is a manufacturer of children's toys and entertainment products founded in 1979. Its products include Bratz , Num Noms, Lalaloopsy , and Rainbow High , as well as toys targeted at boys such as Scan2Go .
Barbie was designed by Hi Tech Expressions in an attempt to get more girls to play video games, [7] [13] [14] although the developers tried to make the gameplay appealing to boys as well. [15] Following the 1984 release of an earlier title also called simply Barbie , the game became the second in the Barbie series.
Children have a desire to progress to more complex toys at a faster pace, girls in particular. Barbie dolls, for example, were once marketed to girls around 8 years old but have been found to be more popular in recent years with girls around 3 years old, [34] with most girls outgrowing the brand by about age 7. [35]
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