![]() The company now sees potential for social media games based on the sleuth, and has an "Ambassad-Her" program in which women bloggers help spread the word about the franchise on social media outlets. "Fifty-one percent of us are female, and a lot of the earliest computer programmers are girls," she says. The character of Nancy Drew has for generations represented the pinnacle of a positive female role model, Gaiser says, noting that each of the three current female Supreme Court Justices cited not their own mothers, but Nancy Drew as their childhood inspirations.Ībout 10 percent of the games audience are boys, and the company did publish a Hardy Boys game in 2009, but the company remains focused on its niche of providing an excellent product for a female audience, Gaiser says. That audience now includes not only the teens, but also their mothers and grandmothers, Gaiser says. Her Interactive releases two new games each year, developed collaboratively by the 32-member staff and tested throughout development by an advisory board of girls and women to ensure that the puzzles aren't too hard and that each piece of each game is engaging to the target audience. It has had nine years of year-over-year revenue growth, seven consecutive profitable years, and average revenue increases of 34 percent year-over-year. So far, Her Interactive has published 23 Nancy Drew mystery games, each inspired by a book in the original series that was written by various women authors under the pen name Carolyn Keene over the last 80 years, and has won the Parents Choice award for its titles at least 22 times, Gaiser says.Īside from kudos and awards for its content, the privately-held company is solid in the numbers game, too, Gaiser says. The New York Times once referred to the series as the "Un-Barbie of computer games," Gaiser says.įor example, in the newest release, Shadow at the Water's Edge, the player-who is always personified in the game as Nancy Drew herself-travels to Japan, where she is immersed not only in the mystery but in Japanese culture, both past and present. Instead, it has branded its products as smart and high-quality, and focused on creating accurate depictions of the locales and history surrounding each mystery story. The company shuns pink and fluffy packaging that the industry insisted would be necessary to attract the attention of girls.
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