Two girl dressing changing game for romantic love

Two girl game


Two girl play the animation dress change game and they are take enjoy play in game. They are change her cloth and one said to anther girl that are you shopping to market so you make your decorated face and change the dress.What girls want Sporting titles like “Barbie Fashion Designer” and “Let’s Talk about Me,” the new girls’ games recognize what experts have long known: Boys and girls play differently, and violent, action-oriented games just don’t appeal to girls. “The violence and absence of female characters in traditional computer games are a turn-off for most girls,” says Justine Cassell, professor of media studies. “But there’s also a lack of attention to problems that many girls find interesting. Girls tell me these games are just boring.” Research shows that, in general, boys are more interested in fantasy games involving combat and conquest. Girls, on the other hand, generally prefer more reality-based problems of social interaction. “Women tend to be more interested in character and emotion,” says Jenkins. “Men are much more interested in hardware and action. Traditional video games have cool graphics of spaceships and emphasize shooting it outÑthey’re very bad at conveying character. One of the first things the girls’ games makers have done is find ways to introduce character and a focus on the emotional choices people make.” In one popular girls’ game, “Rockett’s World,” girls can experiment with different responses to social situations. Brenda Laurel, the designer of the game, says, “There are a lot of expressions that Rockett makes that a girl might be afraid to try in real life. Like confronting someone when they’re mean to you. Or deciding not to let somebody copy your homework. It gives girls an emotional rehearsal space.” In her research at the Media Lab, Cassell focuses on similar kinds of narrative games that she says appeal to boys as well as girls. “Everybody wants to tell a story – kids do it all the time,” she says. “Narrative is one of the ways that we learn who we are. It’s very valuable for kids.” Laurel, who is also a member of the Comparative Media Studies advisory board, agrees, saying, “I’m hoping the progress we’ve made in interactive narrative and emotional gaming in the girls’ world can be mapped across onto the stuff we design for boys.”
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