Jenny of the Prairie

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Jenny of the Prairie
Jenny of the Prairie cover.jpg
Developer Rhiannon Software
Publisher Addison-Wesley
Programmer Ken Hollis
Artists Elizabeth Stott
Lucy Ewell
Composers Elizabeth Stott
Lucy Ewell
Platforms Commodore 64, Apple II, DOS
Release1983
Genre Adventure
Mode Single-player

Jenny of the Prairie is a video game developed by Rhiannon Software for the Apple II in 1983 and later published by Addison-Wesley for the Commodore 64 and DOS. It is a survival adventure game in which players must help Jenny, a "plucky pioneer girl" in the 1840s, survive the winter after becoming separated from her wagon, by collecting food and building shelter.

Contents

The game is one of the first titles in computer software featuring a female protagonist and targeted specifically to young girls as an audience. It was the first in a series of four adventure titles named Adventure Stories for Girls by developer Rhiannon Software. The series was designed as part of an effort by co-designers, counsellor Elizabeth Stott and software designer Lucy Werth Ewell, to provide an alternative to games marketed to boys. Upon release, Jenny of the Prairie received average reviews, with recognition from critics on the game's appeal to girls, but mixed views on the gameplay, visuals and difficulty. Retrospectively, Jenny of the Prairie has received recognition for its feminist qualities, although views were mixed on the game's appeal and educational potential.

Gameplay

The objective of the game is to accumulate points to prepare for the winter by undertaking tasks, including collecting food, and finding and using tools to build a shelter or make clothing. [1] The game has three difficulty levels: the first has no time limit and a fixed location for hazards, the second moving hazards and a blizzard that appears after three bouts of light snow, and the third with an unpredictable timing for the blizzard. [1]

Development and release

Jenny of the Prairie was released by Rhiannon Software, a Virginia based studio founded by Elizabeth Stott and Lucy Werth Ewell. [2] [3] It was the first in a series of four titles named Adventure Stories for Girls, accompanied by Lauren of the 25th Century, Chelsea of the South Sea Islands and Cave Girl Clair. [4] [3] [5] Stott, a licensed counsellor, and Ewell, a computer analyst, [6] [4] [7] aimed to make computer games that would appeal to girls, one of the first series of software to do so. [3] [6] Based on observations that girls were disinterested in games played by boys, [6] Stott stated the reason for developing Rhiannon Software titles was that software for children was that often marketed to boys, which she saw as reinforcing the message that it was "not okay" for girls to work with computers. [8] [9] [10] An objective of the series was to assist girls with confidence when using computers in their classrooms. [8]

The game was designed for girls aged between seven to twelve. [6] To appeal to this cohort and differentiate from titles designed for boys, Stott stated the game focused on female-led characters, and presented an appealing visual design. [9] [10] Stott stated the series was also marketed as a non-violent one, [8] with the games intended to "invite creativity, exploration and reverence for life" in congruence with "the way women have been socialized to think and operate in the world". [11] Jenny of the Prairie's survival gameplay intended to present real-life situations requiring problem solving and decision-making, with the game tested on "extensive" research and field testing with boys and girls in elementary classrooms. [12] [6] The game's visuals were created using the Graphics Magician suite. [13] In 1984, Addison-Wesley re-released and marketed the Rihannon software catalog, showcasing the series at the 1984 Softcon trade show and January 1985 Winter Consumer Electronics Show. [5] [3] [4] [14]

Reception

Describing the game as a "good means of introducing computer and problem solving skills to young girls", Core expressed that the visual presentation was "quite good", but the animation "rough". [13] inCider considered the game's graphics to be "delightful" and fun for most ages, but found the easiest difficulty levels too "convenient" and "boring". [1] Several reviewers tested the game with their children: InfoWorld observed a child of the magazine's writers found the game "exciting" and "challenging" as it "required her to make choices and to think about those choices", but found some of the game's icons difficult to identify. [7] Family Computing observed that children expressed frustration at the game's logic, as it did not allow them to use tools as weapons against wild animals. [7] Despite stating Jenny appeared "cute at first glance", Japanese magazine Logic commented on the game's morbid "life or death" undertone and difficulty, stating "as the game's levels increase, the situation becomes one in which it seems like Jenny should be killed", similarly finding it to be "unacceptable" that players could only run from enemies. [15]

Jenny on the Prairie also received academic interest and criticism, particularly as an early attempt to develop software targeted towards young girls. [16] [17] The game has been cited as an example of an early game with feminist themes, as an alternative to the software of the time. [18] [19] [20] Researcher Rosemary Sutton stated the game was a "moderately successful" attempt to create software for girls and reflect their interests and learning styles, as it "portrayed females as active problem solvers" rather than reinforced female stereotypes. [21] Retrospectively, Whole Earth Review stated that Jenny on the Prairie was a "noble" representative of a trend of "attempts to gear adventure games and educational software towards young women" in the mid 1980s. [22] However, the title also received criticism. Educator C.A. Bowers stated that the game was well-intentioned as a feminist response to works like Oregon Trail that depicted a "masculine interpretation of the pioneer experience", its ahistorical design and relativistic "no right or wrong" approach to decision-making limited its educational potential. [23] [24] Educator Valerie Clarke stated the game was representative of unsuccessful attempts to develop software for girls, finding it to be "less exciting, less appealing and of limited interest to both girls and boys". [25]

References

  1. 1 2 3 Watt, Molly (August 1984). "Jenny of the Prairie". inCider. p. 138.
  2. "Nonviolent Video". NEA Today. Vol. 2, no. 1. National Education Association. p. 2.
  3. 1 2 3 4 Mace, Scott (30 April 1984). "Games for Girls". InfoWorld. p. 41.
  4. 1 2 3 "Gamble in Vegas?". Micro Adventurer. No. 16. February 1985. p. 19.
  5. 1 2 Zuckerman, Faye (12 January 1985). "Do Women Compute". Billboard. pp. CES3.
  6. 1 2 3 4 5 "Jenny of the Prairie". Softalk. Vol. 4, no. 1. September 1983. p. 168.
  7. 1 2 3 Bumgarner, Marlene Anne (August 1984). "Software for Girls: More than sugar and spice". Family Computing. No. 12.
  8. 1 2 3 Moss, Carol (July 1984). "Women in the High-Tech World". Link-Up. pp. 42–3.
  9. 1 2 S.M. Olivia (2022). Computer Chronicles Revisited. Vol. 3.
  10. 1 2 "Women in Computing". Computer Chronicles. Season 3. Episode 3. PBS. 10:15 minutes in.
  11. "Sugar and Spice and Software That's Nice". Family Computing. No. 2. October 1983. p. 13.
  12. "Computer Games Just For Girls". Electronic Games. Vol. 2, no. 14. September 1984. p. 12.
  13. 1 2 "Jenny of the Prairie". Core. No. 3. Softkey Publishing. 1983. p. 26.
  14. "Games For Girls". Creative Computing. April 1984. p. 158.
  15. Shirakawa, Pariko (July 1984). "Software review: Jenny of the Prairie". LOGiN (in Japanese). p. 25.
  16. Hilu, Reem (2024). "A Doll That Understands You". The Intimate Life of Computers: Digitizing Domesticity in the 1980s. University of Minnesota Press. p. 108. ISBN   978-1-5179-1664-0.
  17. Budin, Howard; Kendall, Diane S.; Lengel, James (1986). "Issues: Technology and society". Using Computers in the Social Studies. Teachers College Press. p. 93.
  18. Ellsworth, Elizabeth (Spring 1986). "Computer Equity Through Gendered Software?" (PDF). Feminist Collections: A Quarterly of Women's Studies Resources. 7 (3): 7.
  19. Gerrard, Lisa (2008). "Feminist Research in Computers and Composition". In Michelle Sidler, Richard Morris & Elizabeth Overman-Smith (ed.). Computers in the composition classroom : a critical sourcebook. pp. 188–9.
  20. Eastman, Beva (1991). "Women, Computers and Social Change". Computers in Human Services. 8 (1): 46.
  21. Sutton, Rosemary (Winter 1991). "Equity and Computers in the Schools: A Decade of Research". Review of Educational Research. 61 (4). The concern for the assumed gender bias in software content led some software designers to devise special "girl" software. The intent was software that would tap into girls' interests and complement the way that girls like to learn. While some titles portrayed females as active problem solvers and were moderately successful (e.g., Jenny of the Prairie), other attempts resulted in software that was less interesting (Brady & Slesnick, 1985) or that reinforced female stereotypes by focusing on such topics as visiting a shopping mall, dating, interior decorating, or housework (Sanders & Stone, 1986).
  22. Basch, Reva (Spring 1993). "GurlWare: We're not there yet, baby". Whole Earth Review. p. 34.
  23. Bowers, C.A. (1988). "Toward a New Understanding of Technology and Language". In Jonas F. Soltis (ed.). The cultural dimensions of educational computing : understanding the non-neutrality of technology. Teachers College Press. pp. 35–6.
  24. Johnson, Marcia (1991). "Computer Tools in the History Curriculum". In Ivor F. Goodson & J. Marshall Mangan (ed.). Computers, classrooms and culture : studies in the use of computers for classroom learning. Vol. 2. Research Unit on Classroom Learning and Computer Use in Schools. pp. 248–9.
  25. Clarke, Valerie (1990). "Sex Differences in Computing Participation: Concerns, Extent, Reasons and Strategies". Australian Journal of Education. 34 (1): 58.