Let's Talk About Me
| Company type | Private |
|---|---|
| Industry | Video game development |
| Founded | 1993 |
| Founder | Lara Groppe |
| Headquarters | United States |
Key people | Lara Groppe, Heather Kelley |
| Products | Let's Talk About Me |
Let's Talk About Me is a 1995 video game created for girls, developed by GirlGames Inc. in collaboration with team smartyPants! and published by Simon & Schuster Interactive. The title was made available on Macintosh, Windows, and Windows 3.x platforms. Its follow-up, Let's Talk About Me Too, was released in 1997.
Development
During the 1980s, early attempts at girl-centered games included titles such as Jenny of the Prairie, Cave Girl Clair, Kirsten and her Family, and Sara and her Friends. In 1995, software designer Lara Groppe conducted research into how girls used computers, discovering a preference for shorter play sessions that combined learning with fun. After founding GirlGames in 1993, she developed Let's Talk About Me as the company's inaugural product.
In October 1995, Heather Kelley became part of the team as the company moved to Texas; she contributed by conducting research for the game while also working on its website. Uniquely, the development process incorporated feedback from the intended audience throughout production rather than relying solely on testing after completion. This strategy anticipated similar approaches later adopted by leading companies such as Purple Moon, Her Interactive, and Girl Tech, all established in 1997.
Gameplay
Targeted at girls between 10 and 14 years old, the game integrates quizzes and mini-games focused on topics like horoscopes and fashion. It is divided into four segments: "My Personality," "My Body," "My Life," and "My Future," combining educational material with interactive entertainment. One mini-game specifically addresses issues related to puberty. The sequel expanded its content to include sections such as My Diary, My Hairmaster Deluxe, My Zodiac Zone, and My Personality.
SuperKids characterized the game as an "interactive, multimedia version of Young Miss magazine."
Critical reception
SuperKids praised the title as an effective means to encourage girls’ engagement with computers, helping to bridge the gender divide in PC usage. The book Millennium Girls: Today's Girls Around the World described it as a slower-paced alternative tailored for girls compared to the fast-moving games favored by boys. New Trends in Software Methodologies, Tools and Techniques recognized the series as outstanding software designed for teenage girls.
Within eight months of release, the game sold 500,000 copies. According to Critical Readings: Media And Gender, this commercial achievement highlighted that young female gamers represent a substantial market opportunity.