01 // 1990s
ROUGH START
PURPLE MOON & BRENDA LAUREL
The first major push to get girls on computers. While groundbreaking in recognizing a massive missing audience, early efforts often relied on narrow assumptions about what girls cared about—focusing heavily on gossip and social climb over creation.
02 // LATE 90s - 2000s
ROUGH START
Pink it and Shrink it
Tech hardware went pink, but software often fell into the "pink it and shrink it" trap. Danish company Pinkfloor created Powerbabe, a video game that aesthetics-wise was fun, but lacked real substance. Similar to Brenda's games, Powerbabe was about gossip and stereotypes. They even created an awful reality TV type gameshow surrounding it.
03 // 2000s - 2010s
TURNING POINT
CREATIVE PLAY
Online games on sites like Winx Club (Techna anyone?), Myscene, Barbie and online dress-up portals shifted the focus toward fashion as agency, customization, and world-building. Girls weren't just consumers; they were designing, styling, and navigating digital environments on their own terms.
04 // NOW
THE RECODE
PINK CODING CLUB
Taking the aesthetic joy of fashion, makeup, and design and reclaiming it as real engineering power. Code isn't just logic—it's the ultimate creative medium for modern storytelling.