Born: 1950 (Columbus, Ohio)
Biography:
Brenda Laurel (born 1950) is an American interaction designer, video game designer, and researcher. She is an advocate for diversity and inclusiveness in video games, a pioneer in developing virtual reality, a public speaker, and an academic. Laurel has made significant contributions to the field of game design, particularly in the area of creating games for girls. She has also been involved in the development of virtual reality technologies and the application of augmented reality in education.
Brenda Kay Laurel was born on November 20, 1950, in Columbus, Ohio. She obtained her Bachelor of Arts from DePauw University and furthered her education by earning a Master of Fine Arts as well as a Ph.D. from Ohio State University. In 1986, she published her Ph.D. dissertation titled Toward the Design of a Computer-Based Interactive Fantasy System, which laid the foundation for her influential book Computers as Theater in 1993.
Laurel’s career in game design began in 1976 when she worked as a designer, programmer, and manager of educational product design for the CyberVision platform. She then joined Atari as a software specialist, eventually becoming the manager of the Home Computer Division for Software Strategy and Marketing. Laurel’s expertise and contributions continued to grow as she worked for companies like Activision and LucasArts Entertainment, where she served as a creative consultant on various game projects.
In addition to her work in the gaming industry, Laurel co-founded Telepresence Research, Inc. and became a research staff member at the Interval Research Corporation. During her time at the Interval Research Corporation, she focused on researching the relationship between gender and technology, further emphasizing her commitment to inclusivity and diversity in the field.
Notably, Laurel co-founded the game development studio Purple Moon. As one of the earliest female game designers, she became a leading voice in advocating for the development of video games for girls. Laurel emphasized that girls were not inherently disinterested in gaming but rather had different preferences and sought experiences based on complex social interaction, verbal skills, and transmedia. Her research challenged the industry’s norms and paved the way for more inclusive game design.
Laurel’s passion for diversity and inclusivity in the gaming industry led her to become an academic and educator. She served as the founder and chair of the Graduate Design Program at the California College of the Arts from 2006 to 2012. Additionally, Laurel played a significant role in establishing the Media Design graduate program at the Art Center College of Design from 2000 to 2006.
Throughout her career, Brenda Laurel has been a sought-after interaction design consultant, lending her expertise to companies such as Sony Pictures, Apple, and Citibank. Her work continues to have a lasting impact on the field of game design, particularly in the areas of creating more diverse and inclusive gaming experiences.
Currently, Laurel’s focus is on STE(A)M learning and the application of augmented reality within education. She remains a prominent figure in the field, advocating for the importance of diverse representation and inclusive design in video games and interactive media.