Madeline (video game series)

From Wikipedia, the free encyclopedia

Madeline
An image of Madeline (a young girl with red hair in a yellow hat) is to the right of the image. The word "Madeline" is written in red, capital letters over an image of a city (in the graphics of the game series)
Series logo
Genre(s)Educational, adventure
Developer(s)Vortex Media Arts
Publisher(s)Creative Wonders
(ABC/EA 1995–1997)
(The Learning Company 1998)
(Mattel Interactive 1999)
Creator(s)Ludwig Bemelmans (franchise)
Greg Bestick (video games)
Artist(s)Laurie Bauman (original design)
Annie Fox (original design)
Platform(s)Microsoft Windows, Mac OS
First releaseMadeline and the Magnificent Puppet Show: A Learning Journey
  • NA: November 15, 1995
Latest releaseMadeline 1st and 2nd Grade Math
  • NA: July 12, 1999

Madeline is a series of educational point-and-click adventure video games which were developed during the mid-1990s for Windows and Mac systems.[1][2] The games are an extension of the Madeline series of children's books by Ludwig Bemelmans, which describe the adventures of a young French girl. The video-game series was produced concurrently with a TV series of the same name, with characters and voice actors from the show.

In each game, Madeline guides the player through educational mini-games. Activities include reading comprehension, mathematics, problem-solving, basic French and Spanish vocabulary, and cultural studies. Each game focuses on a different subject. Although the series is set primarily in Madeline's boarding school in Paris (and its surrounding neighborhoods), some games are set in other European countries.

The series was conceived by Creative Wonders president Greg Bestick and developed by Vortex Media Arts. It aimed to provide educational material to preschool and early-elementary-grade girls with a recognizable, appealing character. Educators, parents, and children were consulted during the series' development. The first game, Madeline and the Magnificent Puppet Show: A Learning Journey, was released in the fall of 1995 to coincide with the premiere of The New Adventures of Madeline animated television series. The series has eight games and two compilations.

The games were published by Creative Wonders, The Learning Company (formerly SoftKey) and Mattel Interactive. They were developed in association with DIC Entertainment, which held the rights to the game and the TV series. Creative Wonders and the Learning Company conducted several promotional campaigns for the games. The series was commercially successful, with individual games frequently appearing on lists of best-selling games. It was generally well received by critics for its focus on education and its animation style. In 1998, Creative Wonders was purchased by The Learning Company (formerly SoftKey), and in 1999 the series was discontinued when Creative Wonders was dissolved and demand lessened for children's point and click games.[3]

Titles[]

Release timeline
1995 
Madeline and the Magnificent Puppet Show: A Learning Journey
 
1996 
Madeline Thinking Games
Madeline European Adventures
1997 
Madeline Classroom Companion: Preschool and Kindergarten
Madeline Classroom Companion: 1st and 2nd Grade
 
1998Madeline Thinking Games Deluxe
Madeline Rainy Day Activities
Madeline 1st and 2nd Grade Reading
Madeline 1st & 2nd Grade Reading Deluxe
1999 
Madeline 1st and 2nd Grade Math
 

Madeline and the Magnificent Puppet Show: A Learning Journey was the first game in the series. Its release was scheduled to promote the Australian ABC TV animated series, The New Adventures of Madeline.[4] Set in Paris, the game follows Madeline as she organizes a puppet show to raise money to help her neighbor avoid eviction by his greedy landlord.[5] In the second game, Madeline Thinking Games, Madeline invites the player to explore the rooms and gardens of her boarding school with educational minigames.[6] This was followed by Madeline European Adventures (also known as Madeline European Vacation), in which Madeline tracks down a man who stole a genie's magic lamp and travels to Zermatt, Venice and Istanbul.[7] Madeline Classroom Companion: 1st and 2nd Grade was part of the Madeline Classroom Companion series, with games designed for children aged four to eight.[8] The story follows Madeline on a tour of her Paris neighborhood. Madeline Thinking Games Deluxe was a combination of Madeline Thinking Games and Madeline European Adventures.[6][7] Madeline Rainy Day Activities, the sixth game, is set in Madeline's Catholic boarding school in Paris and follows her as she busies herself during rainy weather.

Madeline 1st and 2nd Grade Reading is also set in the boarding school, where Madeline guides the player through activities encouraging reading comprehension.[9][10] From Madeline's imaginary magic attic, the player could travel to a carnival in Venice and visit Egyptian pyramids.[11] The game was later re-released as Madeline: 1st and 2nd Grade Reading Deluxe. Madeline Classroom Companion: Preschool and Kindergarten was part of the Madeline Classroom Companion series of games for four- to eight-year-olds. Similar to Madeline 1st and 2nd Grade, it follows Madeline on a tour of her neighborhood with a variety of activities.[8]

Madeline 1st and 2nd Grade Math, the final game in the series, was released as a two-CD-ROM set on July 12, 1999.[12] The discs were also sold separately as Madeline 1st Grade Math and Madeline 2nd Grade Math. Set in the Louvre and the Musée d'Orsay, Madeline guides the player through nine works of art. Each is given a Madeline-related name change; the Mona Lisa is reimagined as Mona Clavel after Miss Clavel, the headmistress of Madeline's school. The paintings help teach addition, subtraction, and multiplication.[13] The game was released for the 60th anniversary of the 1939 publication of Madeline.[14]

Overview[]

Gameplay[]

The games have a point and click interface,[15] which players use to navigate through screens, interact with characters and manipulate objects to complete tasks and overcome obstacles[16][17] at a comfortable speed.[18] The series' gameplay has been compared to other edutainment games, such as Big Thinkers, Fisher-Price video games, JumpStart and Reader Rabbit.[18] The games contain minigames about reading comprehension, mathematics, problem-solving and cultural studies.[19] They have a simple, straightforward design.[20] The interface varied during the series; Madeline and the Magnificent Puppet Show and Madeline's European Adventures were designed to look (and play) like interactive storybook adventure games,[21] and Madeline Thinking Games was designed as a series of in-game activities.[7] Madeline European Adventures requires players to search each screen in first person, similar to Myst.[22]

See caption
Screenshot of a minigame in Madeline 1st and 2nd Grade Math

The minigames' subjects vary; in Madeline 1st and 2nd Grade Reading, reading comprehension and spelling are taught by completing crossword puzzles, arranging words in alphabetical order and finding synonyms and antonyms for words.[9] Madeline 1st and 2nd Grade Math focuses on building math knowledge; Madeline coaches the player through 55 activities covering a two-year mathematics curriculum,[23] including lessons on "logic, time, money skills, sequencing, fractions, geometry, estimation, and patterns."[13]

Basic French and Spanish vocabulary are taught throughout the series. In Madeline and the Magnificent Puppet Show: A Learning Journey players can click on objects to hear English, French and Spanish, and can review vocabulary by playing "Concentration".[5] Madeline European Adventures contains 100 words in Spanish and French and information about European countries, flags, and culture through an interactive map[24][25] and repeatable activities.[26] The series' gameplay includes references to European culture and foreign languages.[8]

In-game activities include dressing up Madeline's friends (and dog) in a variety of outfits and creating postcards, masks, door signs and stickers.[27] In Madeline Thinking Games Deluxe, the player can design Madeline's bedroom by changing its wallpaper, carpeting and furniture.[28] Personalized graphics, printable activities and reward certificates are common to the games,[14] and players can watch (and sing along with) music videos in Madeline Thinking Games.[29]

Madeline was targeted at younger players, with age recommendations varying by reviewers. The series was deemed appropriate for "even the youngest pre-readers" by one video-game reviewer;[30] according to others, the series was best suited for kindergarten to second-grade players.[7][31][32] A SuperKids reviewer suggested that young children might require adult assistance due to the games' complex skill requirements;[33] although the series was appropriate for older players, the games were not sufficiently challenging.[34] It is primarily a single-player series except for Madeline 1st and 2nd Grade Math, which includes six multiplayer games with different levels of difficulty.[35]

The games have several methods for tracking progress. Madeline is an in-game helper, providing encouragement and hints[14] supporting the learning process through positive reinforcement;[14] according to an Orlando Sentinel article, "The effervescent Madeline is there to offer frequent encouragement and reward correct answers."[36] The games have a progress tracker to keep parents and educators informed of a player's performance, highlighting activities in which they excel or may need assistance.[14][35] One feature recognizes skill mastery and increases difficulty automatically;[37] however, it is not present in all the games.[38] Some games, such as Madeline European Adventures, have a user guide with hints and a walkthrough to help a player who is stuck or quickly teach the gameplay to a parent.[33] Several games allow the player to track their progress with "printable cards, postcards, and games that you can play away from the computer."[13]

Settings and characters[]

A closeup photo of Christopher Plummer in 2009
Christopher Plummer narrated both the television and video-game series.

Most of the Madeline series is set in Madeline's boarding school or the surrounding neighborhood.[39] The two exceptions are Madeline European Adventures (which includes Italy, Switzerland and Turkey)[40] and Madeline 1st and 2nd Grade Math, set in the Louvre and the Musée d'Orsay.[13] Although Madeline 1st and 2nd Grade Reading is set in the boarding school, Madeline and the player can also travel to Italy and Egypt from a magic attic.[11] Throughout the series, Madeline is tasked with helping several characters reach their goals.[26] The series includes original artwork (emulating watercolor painting) for the backgrounds and full animation;[5] Madeline and the Magnificent Puppet Show has 30 background scenes and over 10,000 frames of original animation.[41] The TV series' theme song is heard at the beginning of each game.[42] American author Annie Fox, who had co-created the edutainment Putt-Putt series,[43] contributed to the development of the Madeline games.[44]

Madeline is a guide (or teacher) for the player throughout the minigames, and the series was cited as unique for its female protagonist.[24] Madeline's dog Genevieve is featured in several games, supplying hints about how to complete an activity in Madeline 1st and 2nd Grade Math[45] and helping Madeline search for the genie's magic lamp in Madeline European Adventure.[38] In Madeline 1st and 2nd Grade, Madeline helps Miss Clavel complete equations on an easel.[46] Madeline's Spanish neighbor, Pepito, is featured in the "reading comprehension and problem solving" activity "Where's Pepito?" in Madeline 1st and 2nd Grade Reading.[47]

Tracey-Lee Smyth voices Madeline in most of the video games, reprising her role in the television series.[48][49] Christopher Plummer, who narrated six Madeline specials on HBO (1989–1991)[4] and the TV series Madeline (1993–1994) and The New Adventures of Madeline (1995),[50] returned to narrate Madeline and the Magnificent Puppet Show: A Learning Journey[51] and the later games.[52] In other games, such as Madeline Thinking Games, Madeline is the narrator. Other voice actors from the television series also reprised their roles in the video game in which their character appeared. The voice actors recorded their dialogue at Koko Productions 8th Avenue Sound Studios in Vancouver and the Audio Department in New York.[53]

Goals[]

Education[]

As the only educational software brand focused on meeting the specific needs of young girls, Madeline is a great addition to The Learning Company's growing girls software library [which creates] multimedia products for girls and children that are not only entertaining, but also educational.

— Andy Young, senior vice president of marketing for The Learning Company, PR Newswire[54]
See caption
Screenshot of a minigame about reading comprehension in Madeline Classroom Companion: Preschool and Kindergarten

A major goal of the series was to improve creativity, reading, math, critical thinking and problem solving, and foreign-language abilities for preschool children to third or fourth grade.[19] The growth in development of educational computer software was thought to reflect the desire of parents to begin teaching their children at younger ages. Developers consulted with children, parents and teachers during the design and development of each game.[55] Madeline Classroom Companion: Preschool and Kindergarten was play-tested by children and their parents at the Redwood City Kid's Club and the Sequoia Children's Center,[42] and reviewers indicated that the developers achieved many of their goals.[56][57][58][59] Although up to 90 percent of all software is bought by (or for) boys, Madeline was produced by one of a "handful of companies ... taking a stab at games they hope will appeal to the other half of the population".[60]

Larry Blasko of The Free Lance–Star found that the series filled a void, with games which balanced education with entertainment.[5] Robert Harrow Jr. of The Washington Post recommended the Madeline series to parents as "educational software ... cloaked in games."[61] In her book, Lesson Plans for the Busy Librarian, Joyce Keeling described how to incorporate Madeline video games into school curricula (such as using Madeline Thinking Games Deluxe in math class);[62] according to Priscilla Bennett of School Library Journal, the games "should be popular in schools, homes, and public libraries."[63] A school in Hope Meadows, Illinois offered the program as a reward for children who had read for 15 minutes,[64] and Madeline Classroom Companion: 1st and 2nd Grade Reading Deluxe was a resource at the Washington-Centerville Public Library in 1999.[65] Education lecturer Tom Lowrie wrote in a paper, "Using Technology to Enhance Children's Spatial Sense", that the interactive program Madeline Thinking Games is commonly used to test "for a range of visual and spatial understandings" in children.[66] Sebastian Dortch of the St. Petersburg Times wrote that when his three-year-old son woke up, he said that he wanted to "play Madeline"; Dortch considered it a "ringing endorsement."[67]

Joe Szadkowski of the Washington Post wrote that each CD of Madeline 1st and 2nd Grade Math covered one year of educational material.[35] According to Software and CD-ROM Reviews on File, the Madeline Classroom Companion games contained the "basic elements of [the] school curriculum";[8] it cited Philip Bishop's Family PC review, which said that the games "constitute two complete years of learning, covering pre-reading, pre-math, thinking skills, and creativity."[68] The Chicago Tribune said about Madeline European Adventures that "the games build on each other for cumulative learning."[69] Linda Jewell Carr's paper, "Instructional Programs Used in Home Schools in Five North Carolina Counties", found Madeline's instructional programs among those played by participants in the exploratory study.[70] In the Washington Post, Beth Berselli said that the games were Creative Wonders "big sellers" which "incorporate a more educational tone" than their contemporaries.[71] Julie Strasberg of PC Magazine, however, wrote that most tasks in Madeline Thinking Games "involve simple observation ... [and] kids may not learn a tremendous amount."[72]

Feminism[]

I think that we know that Madeline is a character who is popular with both boys and girls. Although parents are more likely to buy the software for girls, we didn't have to come out and say that. I think it's kind of a turnoff to parents to actually ... see a box that says on it "For Girls Only".

— Creative Wonders producer Holly Smevog, Computer & Entertainment Retailing interview[73]

In 1995, there was a "conspicuous absence" of interactive edutainment software aimed at young girls; thirteen years later, there were 65 titles.[2] Although many of the games (including those by Mattel, Polaroid, Hasbro and Disney) were accused of reinforcing negative stereotypes with themes such as the color pink, makeovers, jewelry, ponies and kitchens, Katie Hafner of the Chicago Tribune and The New York Times wrote that the Madeline and American Girl series achieved the "lofty goal" of providing young players with content which was "carefully designed [and] thoughtful" – popular and "present[ing] players with some intellectual substance."[2][74] According to an Orlando Sentinel article, "The success of Barbie software ... encouraged other software makers to come out with their own programs just for girls".[75] Creative Wonders product manager Jennifer Rush called Madeline "a good role model" with "an assertive, spunky personality and ... a logical fit in the interactive world." Rush cited the decision to center a series of educational games on the character as an attempt to reach young girls who are "often ignored by multimedia developers", saying that the games fulfilled the "real opportunity in multimedia to develop titles that appeal to girls" and "girls tend to want more of a storyline."[4] According to Creative Wonders software producer Holly Smevog, girls are drawn to "story lines, real-life situations, hands-on experiences and developing relationships with characters."[76]

The Daily Gazette's Susan Reimer wrote that the Madeline games helped revive girls' interest in computers and changed their conception of them as "that solitary, isolating experience"; the games are: "based on the idea that girls learn, play and relate to each other in a different way than boys."[77] According to a Beacon News writer, the series resonated with girls because the main character is a young girl and finding software for girls was difficult.[78] Mark Ivey and Elizabeth Kemper of the Daily News wrote that the series was an example of software developers' creating quality girls' software matching that created for boys.[79] James Madge of the Toronto Star called the games "edutainment ... geared at girls",[80] and Selling to Kids said that Creative Wonders was "targeting girls" and "get[ing] girls thinking" with its Madeline series.[81] J.P. Faber of U.S. Kids praised the fact that a "smart little girl is the star", saying that "it's usually a boy who is in charge."[82]

The article "Engaging Girls with Computers Through Software Games" noted that since the 1990s, "several companies have attempted to market a line of software games specifically for girls" and Broderbund's Carmen Sandiego and Creative Wonders's Madeline were two rare examples of "market[ing] girl games that were designed to appeal to boys as well."[83] Software and CD-ROM Reviews on File said that reviewers thought the games would "engage both boys and girls".[8] A Kiplinger's Personal Finance reviewer found an activity in Madeline Thinking Games Deluxe where players have to redecorate Madeline's room "excruciatingly painful" for a male tester, who denied a female tester's claim that he disliked the "girl's game".[84] Although the boys in the HomePC kids' lab did not like the "sweet" Madeline TV show, they were eager to play the video games.[85]

In a press release for Madeline 1st and 2nd Grade Math, The Learning Company (formerly SoftKey) senior vice president of marketing Andy Young described the series as "imaginative product" for girls to play with "their beloved and adventurous friend Madeline ... that children love and parents trust."[14] According to Bestick, girls were more drawn to plot and character development over dominance and violence, and he saw the series as a way to enter this untapped market.[citation needed] Ivey and Kemper noted that boys spent more time on computers than girls, and girls were missing out on learning opportunities; the Daily News identified a trend toward "high skill, not high kill" games, such as the Nancy Drew games and Madeline.[86] According to Terri Payne Butler of The Horn Book Magazine, the series offered a solution for "every young girl who wants to play computer games but has little interest in shootem-up, take-em-out games such as Ninja Turtle."[22] Nancy Churnin of the Los Angeles Times wrote that a child's comfort level can increase if their educational content has familiar characters like Madeline.[87] Donna Ladd of MacHome Journal wrote that a Madeline Classroom Companion game of "Concentration" had a subtle, positive message by asking players to match images such as female forest rangers, police officers and newspaper reporters, with "few portraying traditional gender roles."[88] A Retailing Today article said that the Madeline series was "among the few titles specifically aimed at girls that seems ready for the mass market".[89] The Los Angeles Daily News compared Madeline to the storybook video game Chop Suey; both had heroines and "brightly colored, naive-style illustrations", and were targeted at all children despite "obvious feminine appeal."[90] Shelley Campbell, education coordinator at Wiz Zone Computers for Kids in Vancouver, recommended Madeline European Adventures as a video game which appealed to girls.[91]

Development[]

Creative Wonders (1995–1997)[]

Creative Wonders (also known as ABC/EA Home Software until 1 June 1995),[92][93] a multimedia software joint venture of Electronic Arts and the Capital Cities-ABC Multimedia Group, was founded in Redwood City, California[76] in December 1994[94] to develop children's software.[95] It aimed to utilize the "creative, marketing, and distribution muscle of its partners"[94] and cultivate a brand based on quality.[96] ABC contributed a "video archive and production expertise", and EA added "software development experience and retail distribution system."[97] Executive producer and Creative Wonders director of development Michael Pole "supervised the development of children's product lines".[98] In 1993, Pole saw an opportunity for a "recognised, franchisable property which could be marketed to girls in the 7-12-year-old age bracket".[99] Creative Wonders president Greg Bestick envisioned an educational product which would "excite the emotions, stimulate learning, and provide entertaining, yet valuable lessons."[96] The Madeline book[100] and its sequels remained popular decades after its 1939 publication.[96] By 1995 Madeline was a "cultural icon",[101] a "widely licensed character in dolls, games and videos"[96] and "internationally recognized" with Sesame Street's Elmo and Schoolhouse Rock's Lucky Sampson.[102] That year, after Disney's acquisition of Capital Cities-ABC, Creative Wonders and DIC Entertainment became Disney subsidiaries[103] to "dovetail ... with Disney's overall corporate strategy",[95] DIC Entertainment had bought the Madeline content rights from Ludwig Bemelmans' estate in 1993, and produced the Madeline TV series for Home Box Office and The Family Channel.[99] Pole acquired electronic rights to the Madeline franchise.[104][99][5][105]

Vortex Media Arts was contracted to provide programming, art, animation, sound, scripts and voice artists for the series,[106] and Creative Wonders was in charge of production, testing, package design, documentation, online assistance, print activities and consulting.[106] Vortex Media Arts was formed by a 1993 merger of game-design and programming-technology company Strategic Visions and art and animation company Lil' Gangster Entertainment.[107] Before the creation of Vortex, Lil' Gangster partner Jay Francis produced the animated Madeline for DIC Entertainment.[108] Although Pole was familiar with Lil' Gangster Entertainment, he did not think that the company could produce an entire title in-house.[99] After the merger, however, Creative Wonders and Vortex obtained the Madeline license from DIC.[99] Madeline and the Magnificent Puppet Show, the first project of the video-game series, was created on a $500,000 budget and required sales of 60,000 to break even.[99] It cost Vortex $300,000 to produce later Madeline video games.[109] The company saved money during development;[110] many Vortex artists had worked on the DIC television series, and were familiar with the characters and design.[99] Although the video-game series used an existing engine,[99] "overhead, salaries, and marketing" cut into royalty reimbursements.[107]

Vortex vice president Rick Giolito said that the company was pressured "to incorporate Hollywood-type production, techniques, and corporate structure."[111] Creative Wonders streamlined the production process in accordance with Hollywood practice.[99] According to Giolito, the publishers forced Vortex to create prototypes for focus groups.[92][112] EA required the developer to produce design documents of project milestones.[113] Madeline game artists worked double shifts, sharing computers, desks and phone lines.[114] According to Pole, "Madeline doesn't belong on the Sony Playstation".[113] The Madeline series was Creative Wonders' "flagship product".[73]

The Learning Company (1998)[]

In 1995, the Learning Company was acquired by SoftKey.[115] At the end of December 1997, The Learning Company (formerly SoftKey) acquired Creative Wonders from Capital Cities-ABC and Electronic Arts.[116] The acquisition[117] and added Madeline to the company's assets.[118] According to The Salt Lake Tribune, some games were published by Davidson/Creative Wonders.[119] During the mid-1990s, after personal-computer prices fell, software companies begin marketing to families. The Learning Company (formerly SoftKey) capitalized on demand for educational software by purchasing franchises such as Sesame Street and Madeline from smaller companies, and chief executive Michael Perik wanted the company to incorporate recognizable brands into its catalogue.[120]

The Learning Company (formerly SoftKey) published the Madeline video-game series under its LearningBuddies brand.[9][23][121] Some games in the series, such as Madeline's European Adventures, were published under the SmartSaver brand.[122] The Learning Company (formerly SoftKey) established LearningBuddies for "developmental reading and math skills programs" based on Madeline and other characters from children's literature and cartoons, such as Dr. Seuss and the Winnie the Pooh franchise, to attract a younger audience.[23][14] The Learning Company (formerly SoftKey) senior vice president of marketing Andy Young wanted children to "learn important skills from their all-time favorite friends."[102] In 1997, Terri Payne Butler of The Horn Book Magazine wrote that popular children's characters (including Madeline) had entered the "burgeoning world of CD-ROM".[22] SoftKey founder Kevin O'Leary said in 1998, "We have recently acquired widely known brands such as Sesame Street, Madeline and Cyber Patrol to our stable of strong brand equities."[123] According to The Learning Company (formerly SoftKey) director of corporate communications Susan Getgood, "The more we give [players] familiar things, the better they learn."[124]

O'Leary had wanted The Learning Company (formerly SoftKey) to "produce products to service that 40 percent of the market that hasn't bought educational software because of pricing issues."[115] This resulted in a budget line of "platinum" CD-ROM products; the company became known for aggressively driving down the development costs of products and laying off employees of the companies it acquired.[118] After 1997, Madeline products were manufactured by BMG manufacturing division Sonopress and orders were fulfilled by BMG Distribution.[118] They were distributed to a number of retail outlets, including Best Buy, Circuit City, Computer City, Egghead Software, Office Depot, Price Club/Costco, Sam's Club and Staples.[118] Robin Ray of the Boston Herald wrote in 1998 that the repackaging of two games into Madeline's Thinking Games Deluxe was a bargain.[125] Madeline and the Magnificent Puppet Show was released at a higher price three years earlier,[99] but Madeline Rainy Day Activities and Madeline Thinking Games Deluxe were introduced in late 1998[126] for the holiday season.[127]

Mattel and discontinuation (1999-present)[]

During the late 1990s (when the Madeline series was released), The Learning Company (formerly SoftKey) was accused of being "burdened with tired brands", cutting research and development and focusing on repackaging old products through convenience stores and drugstores rather than investing in new software by the development companies it had acquired.[117] The company had continued to grow, with revenue of $800 million despite an accumulated deficit of $1.1 billion by the end of 1998.[117] Mattel CEO Jill Barad made a takeover bid to overcome a downward slide in her company's stock price, "seiz[ing] on educational software as a driver of future growth."[117] Mattel's Barbie had been successful, and the company wanted to expand its product line to the Madeline series' "well-developed characters."[128] A few weeks after the sale, the Center for Financial Research and Analysis forensic accounting firm published a report critical of Mattel. O'Leary, who had been hired as president of Mattel's new TLC digital division, sold his stock for $6 million a few months before $2 billion in shareholder value was lost in one day.[117] The Learning Company (formerly SoftKey)'s May 1999 acquisition by Mattel resulted in a loss of nearly $300 million,[129] and was the end of the mid-1990s edutainment boom. Former The Learning Company (formerly SoftKey) educational design department manager Toby Levenson said that edutainment had become "a toxic word" after the company's merger with Mattel, and Businessweek called the acquisition one of the worst deals of all time.[117] Lee Banville, editor of Gamesandlearning.org, wrote that the collapse of the market for children's education games reflected the difficulty of growing and diversifying a business.[130] Although the Madeline video-game series was cancelled in 1997,[131] Madeline 1st and 2nd Grade Math was released two years later by Mattel[132][133] (the last release of the series before Creative Wonders closed later that year).[131]

The Madeline video-game assets were distributed among several companies at the turn of the 21st century; The Learning Company (formerly SoftKey) became a subsidiary of Mattel's game division, Mattel Interactive.[134] Mattel sold Mattel Interactive in 2000 to the Gores Group, a privately held international acquisition and management firm.[135][136][137] The following year, edutainment development company Riverdeep acquired The Learning Company (formerly SoftKey).[138] In 2002, Encore Software (a privately held home-entertainment and educational publisher) acquired the publishing rights for Madeline and re-released the software under its brand name.[139] That year, the Navarre Corporation distribution company purchased Encore "to strengthen its position in the video game market."[140] In 2006, Riverdeep acquired Houghton Mifflin and became Houghton Mifflin Riverdeep Group.[141] The following year, Houghton Mifflin Riverdeep Group bought Harcourt Education from Reed Elsevier; the resulting company was Houghton Mifflin Harcourt.[142] Houghton Mifflin Harcourt owns the Madeline video-game license, and Navarre Corporation holds the publishing rights or they reverted to HMH after the games went out of print. HMH has not attempted to resurrect the series, unlike the similarly-acquired Carmen Sandiego (which was revived in 2015).[143]

Promotion[]

Creative Wonders conducted several promotional campaigns for the Madeline games. The first game, Madeline and the Magnificent Puppet Show: A Learning Journey was released for the 1995 holiday season,[96] and the ABC-TV premiere of the Saturday-morning cartoon The New Adventures of Madeline in September;[51] it was part of Creative Wonders software with Bump in the Night and Free Willy, video-game adaptions of ABC's 1995 fall children's-programming lineup.[144] Promotions accompanied Madeline and the Magnificent Puppet Show to cross-merchandise the CD-ROM title and the Madeline television show, including a create-your-own-puppet-show-scene contest.[145] According to Computer Retail Week, the initial shipment of CD-ROMs included a 32-piece kit of Madeline napkins, plates and invitations and bookmark giveaways were also part of the promotion.[145] The company used part of its marketing budget to fund displays of toy, software, doll, book and video merchandise for the Christmas season.[99] The game was showcased at the May 1995 Electronic Entertainment Expo, Creative Wonders' debut at the event.[146]

In 1996, Creative Wonders collaborated with Western Publishing and Sony Wonder to promote Madeline's CD-ROMs and other aspects with a shopping-mall tour.[4] Madeline and the Magnificent Puppet Show: A Learning Journey was part of the Aspire Games Arcade for the Acer Aspire PC.[147] From August to October 1996, it was a choice in a buy-one-get-one-free promotion of Creative Wonders titles sponsored by Electronic Arts.[148] The game was one of four in a marketing campaign where customers received a free video cassette with a CD-ROM purchase.[149] Madeline Thinking Games was introduced at the June 1996 Electronic Entertainment Expo.[150] A panel discussion, "Case Study: Vortex Media Arts' Madeline, From Development to Ship", was moderated by Richard Kahlenberg at the 1996 Children's Interactive Media Festival.[citation needed]

For the 1996 holiday season, Creative Wonders bundled plush toys with Madeline European Adventures.[151] The following year, it launched a website[152][153] which included Know Europe, a free downloadable game.[154] The software was featured on Australia's ABC Online,[94] and the Madeline's European Adventures game included a free trial of America Online.[122] The company included a "Buy One Take One" deal on its website, where a customer could purchase two products for the price of one.[152] In mid-October 1997, Creative Wonders had a "Buy One, Get One Free" offer for its Madeline Classroom Companion series.[155] During the week of November 4, 1997, Computer City introduced a "Just For Girls" software section with entertainment and educational titles for girls aged 4–13; Madeline was among its first series with products and in-store demonstrations.[156]

Golden Books Family Entertainment Home Video and Audio and Creative Wonders collaborated to a cross-promotion in 1998.[157] According to a summer 1998 Los Angeles Times article, Madeline Classroom Companion: Preschool & Kindergarten would be attractive as a result of the live-action Madeline film.[158] The following year, The Learning Company (formerly SoftKey) and Noodle Kidoodle collaborated to celebrate the 60th anniversary of Madeline's publication the following year, and children could play demo versions of the Madeline video games in stores. The Learning Company (formerly SoftKey)donated hundreds of copies of the software to children without access to the learning tools.[159] It collaborated with the educational-store chain Zany Brainy on a Madeline-themed event at which children interacted with the series' latest software.[160] Buena Vista Home Entertainment and Creative Wonders offered purchasers of the television film Madeline: Lost in Paris and an installment of the Madeline game series a free Madeline software program by mail.[161] On April 26, 1999, The Learning Company (formerly SoftKey) announced plans to introduce new software (including Madeline 1st & 2nd Grade Math) at the May Electronic Entertainment Expo in Los Angeles.[162] In late 2014, several titles in the Madeline video-game series and about 2,300 other vintage computer games became available on the Internet Archive.[163][164]

Commercial performance[]

In December 1995, Creative Wonders announced that Madeline and the Magnificent Puppet Show: A Learning Journey was as commercially successful as the company's best-selling Sesame Street title.[90] Two titles in the series had total sales of $500,000 from September 1995 to June 1997, and Madeline was the second-bestselling female-targeted brand (after Mattel's Barbie video-game series).[165]

Madeline and the Magnificent Puppet Show: A Learning Journey was the second-most-popular Macintosh title at 11 Software Etc. and Babbage's stores in the Washington, D.C. area for the week ending March 2, 1997;[166] Madeline Classroom Companion was the most popular educational title at the stores for the week ending November 22, 1997.[167] Madeline and the Magnificent Puppet Show, Madeline Thinking Games and Madeline's European Adventure were among the year's best-selling educational-software titles.[168] Karen Wickre reported in Upside in January 1998 that a Madeline game was one of two top titles from the Chinese distribution and development company Mediamax.[169] According to PC Data, four of the top ten girls' video games in 1998 were Madeline titles.[170][171] In December 1998,The Learning Company (formerly SoftKey) Asia-Pacific managing director Tony Hughes said that Madeline Classroom Companion was outselling Sesame Street at Target Australia.[172]

According to PC Data, Madeline 1st Grade and 2nd Grade Math was the ninth-bestselling educational title at 13 software retail chains (57 percent of the U.S. market) for the week of July 17, 1999[173] and the seventh-bestselling title for the week of August 21, 1999.[174] Madeline Preschool/Kindergarten (119,721 units, $2.6 million),[175] Madeline Thinking Games (106,392 units, $1.7 million),[175] Madeline Thinking Games Deluxe (102,164 units, $2.0 million)[175] and Madeline Classroom 1st/2nd (101,331 units, $2.2 million)[175] were ranked sixth, eighth, ninth and 10th in sales and revenue for 1998–1999 girls' titles.[133]

Critical response[]

Gameplay and graphics[]

The Madeline video-game series has been praised as an effective example of edutainment.[176] Joe Chidley wrote in Maclean's that the storyline of Madeline European Adventures is "simple ... and silly without being stupid", with "engaging ... fanciful, surprise-filled" moments for children and humor for parents.[177] The game was praised for making its educational content subtly entertaining,[33] teaching children life skills such as using different currencies and acquiring a passport,[28][79][178] and for developing creative-writing skills.[56] The series was praised for its foreign-language instruction as one of only a few such games.[33][147][179] Reviewers said that the games would expose young American children to European culture and pique their curiosity.[25][33][88][176] According to some reviewers, the series improved with more activities and educational minigames in later releases.[38]

The series' art, music and sound received positive reviews. Its soundtrack and illustrations were praised as immersive, stimulating, consistent with the television series and faithful to the books.[21][28][180][181] Terri Payne Butler of The Horn Book Magazine wrote that the "character-driven" games are "faithful in spirit, accent, and illustration" to the source material, telling original stories and avoiding the traps of other video-game adaptions of books and TV series.[22] According to a Discount Store News review of the 1996 E3, Madeline Thinking Games had "sharper [and] more detailed graphics than have been seen in the past."[150] Games in the series have received awards. In 1996, PC Magazine gave Madeline Thinking Games its Education/fun 5–9 age group award in an analysis of 500 games.[182] In 1999, the Association of Educational Publishers gave Madeline's Reading 1st and 2nd Grade its Golden Lamp Award in the home-learning category.[183]

The series has also been criticized, with some reviewers calling the early games simplistic; primarily developing point-and-click skills, they would provide only a few hours of entertainment.[72][184][185][186][187] Some reviewers criticized the series' lack of replayability, due to the games' simplicity.[38] Others called the games too challenging for their target audience, and the game pace relatively slow.[188][189][190] The games were also criticized for slight technical glitches[16] and inferior graphics.[191] Transitions between graphics and pictures were considered slow by some critics, and the voices seemed to have static contamination.[38] A Newsday reviewer wrote that in Madeline Thinking Games, "the music is dull (and not the least bit French), the drawings are homogenized, the animation is about as basic as it gets."[192]

Voice acting and characterization[]

Critics have noted the voice acting for Madeline and its impact on the player. According to Larry Blasko, Madeline's constant giggling, pirouetting, skipping and smiling reflected the games' intended female audience.[5] Although the authors of two SuperKids reviews found Madeline's accent and "encouraging, praising, and giggling" attitude endearing,[34][45] the New Straits Times' Rhonwyn Hwan-Chi wondered if they would deter a male audience.[179] AllGame's Lisa Karen Savignano compared Madeline's repeated phrases congratulating the player to "fingernails down a blackboard" and suggested "invest[ing] in a good pair of earplugs" before playing the game.[190] Katherine Foran wrote that players might tire of Madeline's "phony accent and endless saccharine praise",[187] and The Daily Gazette's Lynne Touhy called the repetition of "you are so clever" in Madeline's "French-accentuated, high-pitched" voice a deterrent to players.[193][194] Robin Ray praised Madeline's characterization, but her faux French accent annoyed his young play-testers.[195] Jeffrey Branzburg wrote in Technology & Learning that young players may have difficulty understanding Madeline's French accent,[196] a Macworld wrote that her "exaggerated French accent can be hard on the ears [and] annoying".[101] The New Straits Times' Rhonwyn Hwan-Chi wrote that Madeline spoke "flawless (although accented) English",[179] but a Herald Sun reviewer believed that the character spoke "in the worst fake French accent imaginable."[197] A Home PC reviewer wrote that Christopher Plummer's narration "frees children who have not yet learned to read from the feelings of frustration that come with stumbling through printed directions."[198]

Madeline's characterization received a mixed response from video-game critics. In their book, New Trends in Software Methodologies, Tools and Techniques, Hamido Fujita and Paul Johannesson called Madeline a role model for girls because of her use of problem solving, critical thinking and logic in the games.[199] According to The Record, Madeline's "spirit and enthusiasm are well-suited to [her] coaching and teaching role".[58] Philip Bishop said that the games had the "bounce and charm" of other portions of the Madeline franchise.[68] Kathy Yakal of PC Magazine wrote that "Madeline's warmth as a host" made the series "a nice, gentle activity platform for younger children."[200] Although Computer Shopper's Wayne Kawamoto called Madeline a "feisty female lead" and wrote that the games were potentially "equally enjoyable for boys and girls",[180] Amee Abel said that the series is "especially appealing to girls" because of its protagonist.[181] Reviewers from Children's Software Revue wrote that the games were "popular with girls", and a SuperKids writer called Madeline "the epitome of the strong young female".[34][201] According to Warren Buckleitner, "You can't go wrong with this solid program."[202]

In their book, Packaging Girlhood: Rescuing Our Daughters from Marketers' Schemes, Sharon Lamb and Lyn Mikel Brown criticized the decorating activities in Madeline's Rainy Day Activities: "On what planet would brave Madeline give a hoot about the color of the living room wallpaper?"[203] Computer Shopper and SuperKids, however, found the most popular activity in Madeline's Thinking Games was "Let's Decorate"; according to SuperKids, testers "frequently returned to the room to rearrange items or totally obliterate their designs and begin anew."[30][34]

See also[]

References[]

Citations[]

  1. ^ Gregor, Anne; Rose, Martha (September 30, 1997). "For Girls Only". Girls' Life. 4 (1): 31. ProQuest 219954005. La petite French girl Madeline has her own series from Creative Wonders.
  2. ^ Jump up to: a b c Hafner, Katie (November 29, 1998). "Soft ware firms are finally making computer games designed for girls – Pack in Pink". Chicago Tribune. ProQuest 418699265. ... the Madeline series, based on the Ludwig Bemelmans character ...
  3. ^ "Creative Wonders LLC".
  4. ^ Jump up to: a b c d McCormick, Moira (May 11, 1996). "Kid Rhino The Latest To Tip Its Hat to Timeless Madeline". Billboard. Prometheus Global Media. Archived from the original on September 8, 2016.
  5. ^ Jump up to: a b c d e f Blasko, Larry (October 21, 1995). "'Madeline' is delightful for little girls". The Free Lance-Star. BH Media. Archived from the original on May 11, 2017. Retrieved September 8, 2016.
  6. ^ Jump up to: a b "Madeline Thinking Game". Gamervision. Archived from the original on August 8, 2014.
  7. ^ Jump up to: a b c d Software and CD-ROM Reviews on File, Volume 14. Facts on File, Incorporated. 1998. p. 679.
  8. ^ Jump up to: a b c d e Software and CD-ROM Reviews on File, Volume 14. Facts on File, Incorporated. 1998. p. 228.
  9. ^ Jump up to: a b c "Madeline – 1st & 2nd Grade Reading". Learning Village. Archived from the original on May 4, 2011.
  10. ^ "Software that will help young minds grow". Gainesville Sun. New Media Investment Group. December 21, 1998. Archived from the original on May 11, 2017. Retrieved September 8, 2016.
  11. ^ Jump up to: a b "Over 45 activities build essential skills for reading success!". Creative Wonders. Archived from the original on March 3, 2000.
  12. ^ "PR Newswire California Summary, Monday, July 12 up to 10 a.m. PT". PR Newswire. July 12, 1999. ProQuest 449642702.
  13. ^ Jump up to: a b c d Hochberg, Mary (December 6, 1999). "Smart Software". The Register-Guard. Guard Publishing Co. Archived from the original on March 4, 2016.
  14. ^ Jump up to: a b c d e f g "Madeline(TM) Helps 1st and 2nd Grade Girls Build Math Skills as They Travel Together on an Exciting Journey Through Paris". PR Newswire. July 12, 1999. Archived from the original on September 8, 2016.
  15. ^ Keefe, Jill (December 1995). "The best of 1995: Software". Parents. Gruner + Jahr USA Publishing. 70 (12): 236 – via ProQuest.
  16. ^ Jump up to: a b "Controls". AllGame. Archived from the original on November 15, 2014.
  17. ^ Strasberg, Julie (September 1, 1998). "School Tools". PC Magazine. Ziff Davis. Archived from the original on February 28, 2018.
  18. ^ Jump up to: a b Cazet, Donna (May 1998). "Multi-Subject CDs: a First-Grade Sampler". Technology & Learning. Miller Freeman. 18 (9): 18–23. ProQuest 212069475.
  19. ^ Jump up to: a b "Madeline". Creative Wonders. Archived from the original on March 3, 2000.
  20. ^ Instructor, Volume 107. Scholastic. 1997.
  21. ^ Jump up to: a b "Madeline and the Magnificent Puppet Show". KidSource Online. Archived from the original on September 11, 2016.
  22. ^ Jump up to: a b c d Butler, Terri Payne (March–April 1997). "Tale-spinning: Children's books on CD-ROM". The Horn Book Magazine. Horn Book. 73 (2): 219–224. ProQuest 199355745.
  23. ^ Jump up to: a b c Hanchey, Ginger (September 14, 1999). "Games to learn by: Computer programs teach children skills they can take back to classroom". The Herald-Palladium. Paxton Media Group. Archived from the original on September 8, 2016.
  24. ^ Jump up to: a b Deci, T.J. "Madeline European Adventures". AllGame. Archived from the original on November 14, 2014.
  25. ^ Jump up to: a b Roback, Diane (January 27, 1997). "Madeline: European Adventures". Publishers Weekly. Cahners Magazine Division of Reed Publishing. 244 (4): 36. ProQuest 197021861.
  26. ^ Jump up to: a b Husted, Bill; Kanell, Michael E. (January 12, 1997). "Personal Technology Tech for Kids". The Atlanta Journal-Constitution.
  27. ^ "Madeline Rainy Day Activities". Creative Wonders. Archived from the original on March 3, 2000.
  28. ^ Jump up to: a b c O'Brien, Jennifer Bachman (June 1, 1998). "Madeline Thinking Games Deluxe". Computer Shopper. SX2 Media Labs. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  29. ^ "School children's software 'games' educate, entertain; Programs for students feature the Muppets, Madeline, Schoolhouse Rock, Sesame Street". Austin American-Statesman. August 17, 1996 – via Factiva.
  30. ^ Jump up to: a b O'Brien, Jennifer Bachman (June 1998). Madeline Thinking Games Deluxe review. Computer Shopper. p. 243 – via Software and CD-ROM Reviews on File, Volume 14 (page 679).
  31. ^ "Tot software helps wee ones learn". The Daily New. August 31, 1999. Archived from the original on May 11, 2017. Retrieved September 9, 2016.
  32. ^ Saunders, Michael (September 15, 1997). "Software for students, from kindergarten to college". The Boston Globe. Boston Globe Media Partners, LLC. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  33. ^ Jump up to: a b c d e "Madeline European Adventures". SuperKids. Archived from the original on September 15, 2015.
  34. ^ Jump up to: a b c d Madeline Thinking Games Deluxe review. SuperKids – via Software and CD-ROM Reviews on File, Volume 14 (page 679).
  35. ^ Jump up to: a b c Szadkowski, Joseph (September 7, 1999). "Winnie, Madeline Lead Adventures for Learning". The Washington Times. Archived from the original on May 4, 2016. Retrieved September 10, 2016.
  36. ^ "Charming Madeline Will Please Children the Delightful Gamin Will Lead Youngsters in Games and Puzzles Through Four European Countries". Orlando Sentinel. July 11, 1998. ProQuest 279179805.
  37. ^ "Storybook favorite still winning hearts". Sunday Mail. May 2, 1999.
  38. ^ Jump up to: a b c d e Wheeler, Jackie; Wheeler, Kristina (March 9, 2005). "Have Fun Traveling with Madeline in Europe". World Village. Archived from the original on April 3, 2015.
  39. ^ "Madeline 1st and 2nd Grade". Creative Wonders. Archived from the original on March 3, 2000.
  40. ^ "Madeline European Adventures – PC". Archived from the original on January 27, 2016.
  41. ^ "This Week in Multimedia Software: 7". Multimedia Week. September 11, 1995. ProQuest 221607493.
  42. ^ Jump up to: a b Madeline Classroom Companion: Preschool and Kindergarten end credits
  43. ^ "Talk City's The InSite, New Internet Site for Teens, Goes Online". PR Newswire. June 5, 1997. Archived from the original on May 11, 2017. Retrieved September 12, 2016.
  44. ^ "Learning Friends – Team". Learning Friends. Archived from the original on March 4, 2016.
  45. ^ Jump up to: a b "SuperKids Software Review of Madeline 1st & 2nd Grade Math". SuperKids. Archived from the original on March 4, 2016.
  46. ^ Berenbon, Howard (November 1999). "Reading Blaster Vocabulary from Knowledge Adventure, Noddy Playtime in Toyland from the BBC and Knowledge Adventure". Cyber News & Reviews. Archived from the original on March 4, 2016.
  47. ^ Gallagher, Paula (December 28, 1998). "Familiar characters aid learning Education: Software for children features their favorite figures from books and television". The Baltimore Sun. Trif Alatzas. Archived from the original on September 20, 2016.
  48. ^ Credits to Madeline's European Adventures and Madeline Classroom Companion: Preschool
  49. ^ Johnson, Jean Nash (August 17, 1999). "The Dallas Morning News Double Clicks Column". Knight-Ridder Tribune – via Factiva.
  50. ^ "Christopher Plummer". TV Guide. CBS Interactive. Archived from the original on October 11, 2016.
  51. ^ Jump up to: a b Gillen, Marilyn A. (September 30, 1995). "Enteractive". Billboard. Prometheus Global Media. Archived from the original on July 4, 2014.
  52. ^ End credits for Madeline's European Adventures
  53. ^ The end credits to Madeline and the Magnificent Puppet Show: A Learning Journey and Madeline's European Adventures.
  54. ^ "Madeline Leads Children in Mastering Early Reading Skills With Madeline 1st & 2nd Grade Reading". PR Newswire. October 14, 1998. ProQuest 447218838.
  55. ^ "Creative Wonders". CreativeWonders.com. Archived from the original on March 3, 2000.
  56. ^ Jump up to: a b "Madeline Enters World of CD-ROM". The Beacon News. July 10, 1998. Archived from the original on October 8, 2016.
  57. ^ Bruce, Linda (November 8, 1997). "DEPT of youth". The Australian – via Factiva.
  58. ^ Jump up to: a b Tuohy, Lynne (July 15, 1998). "Your Time". The Record – via Factiva.
  59. ^ "Kids Psych Korner". Selling to Kids. 6 (4). March 7, 2001. ProQuest 221466325.
  60. ^ ""Game Plan Online Market Tries to Find Software for Girls" by Tom Murphy And Sandra Jones 1996 Bloomberg Business News - St Louis Post-Dispatch (MO), November 6, 1996". Archived from the original on December 29, 2018. Retrieved December 29, 2018.
  61. ^ O'Harrow Jr., Robert (December 15, 1997). "This Year, Girls and Games Go Together; With Programs Stressing Fashion, Diaries, Stories, Some Firms Hope to Cash In". The Washington Post. tronc. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  62. ^ Keeling (2002): p. 58
  63. ^ Bennett, Priscilla (June 2000). "Madeline 1st & 2nd Grade Math". School Library Journal. 46 (6): 91–92. ProQuest 211693529.
  64. ^ Gurwitt, Rob (March 1, 2002). "Fostering hope: foster kids rarely get the chance to grow roots in a community. But in an Illinois neighborhood known as Hope Meadows, they are finding loving families, supportive social services, and an irreplaceable network of 'grandparents.'". Mother Jones. 27 (2): 50 – via Factiva.
  65. ^ "Library". Dayton Daily News. September 16, 1999 – via Factiva.
  66. ^ Lawnham, Patrick (November 10, 1999). "Reality check on virtual child's play". The Australian – via Factiva.
  67. ^ Dortch, Sebastian (April 13, 1998). "Madeline Thinking Games Deluxe Series". St. Petersburg Times – via Factiva.
  68. ^ Jump up to: a b Bishop, Philip (March 1998). Madeline Classroom Companion review. Family PC. pp. 70, 74 – via Software and CD-ROM Reviews on File, Volume 14 (page 228).
  69. ^ Olson, Karen Torme (December 18, 1997). "Non-violent Games Show Girls Just Want to Have Fun". Chicago Tribune. ProQuest 418508812.
  70. ^ Carr, Linda Jewell (2000). "Instructional programs used in home schools in five North Carolina counties". The University of North Carolina at Chapel Hill – via ProQuest.
  71. ^ Berselli, Beth (February 2, 1998). "Girls Tired of Nuking Aliens Get Software to Call Their Own". The Washington Post. ProQuest 1620815030.
  72. ^ Jump up to: a b Strasberg, Julie (September 1, 1998). Madeline Thinking Games Deluxe review. PC Magazine. pp. 331–32 – via Software and CD-ROM Reviews on File, Volume 14 (page 679).
  73. ^ Jump up to: a b Schick, Shane (March 1998). "The battle of the sexes turns high-tech: bundles, retail displays designed to showcase software for girls". Computer & Entertainment Retailing. ProQuest 222267459.
  74. ^ Hafner, Katie (September 10, 1998). "Girl Games: Plenty And Pink". The New York Times. ProQuest 109865986.
  75. ^ Kilsheimer, Joe (October 4, 1997). "Barbie CD Led Way for Girlish Software". Orlando Sentinel. ProQuest 279018978.
  76. ^ Jump up to: a b Berselli, Beth (February 4, 1998). "Girls tired of nuking aliens get their own software". Boca Raton News. Archived from the original on May 11, 2017. Retrieved September 9, 2016.
  77. ^ Reimer, Susan (June 7, 1998). "Getting Girl Friendly". The Daily Gazette. Archived from the original on March 6, 2016.
  78. ^ "Computer Christmas". The Beacon News. November 26, 1998. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  79. ^ Jump up to: a b Ivey, Mark; Kemper, Elizabeth (March 11, 2001). "New girls' fun software has promise". Daily News.
  80. ^ Madge, James (August 20, 1998). "What may be coming to a kid's computer screen near you ...". Toronto Star. ProQuest 437800461.
  81. ^ "Kids News Monitor". Selling to Kids. Phillips Business Information. 3 (5). March 4, 1998 – via Factiva.
  82. ^ Faber, J.P. (July 1, 1997). "Madeline: European adventure". U.S. Kids. Archived from the original on May 11, 2017.
  83. ^ Gorriz, Cecilia M; Medina, Claudia (January 2000). "Engaging girls with computers through software games". Communications of the ACM. 43 (1): 42–49. doi:10.1145/323830.323843. S2CID 17013567.
  84. ^ Razzi, Elizabeth; Rheault, Magali; O'Neill, Sean (December 1998). "Point Click Learn". Kiplinger's Personal Finance Magazine. 52 (12): 108 – via EBSCO Host.
  85. ^ Ellison, Carol (September 1, 1996). "Kid Raves--Our Young Experts Rate Software". Home PC. 309 – via Factiva.
  86. ^ Ivey, Mark; Kemper, Elizabeth (March 11, 2001). "New girls' fun software has promise". The Daily News. Archived from the original on May 11, 2017. Retrieved September 9, 2016.
  87. ^ Churnin, Nancy (September 8, 1997). "Finding Just the Right Educational Software". Los Angeles Times. Archived from the original on September 17, 2016. Retrieved September 9, 2016.
  88. ^ Jump up to: a b Ladd, Donna (January 1998). Madeline Classroom Companion review. MacHome Journal. p. 57 – via Software and CD-ROM Reviews on File, Volume 14 (page 228).
  89. ^ "What's hot: Girl ware". Retailing Today. June 23, 1997 – via Factiva.
  90. ^ Jump up to: a b Arar, Yardena (December 11, 1995). "Computer Games For A Girl's World Entertainment, Education Discs Hit The Market". Los Angeles Daily News. Digital First Media. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  91. ^ Lee, Jenny (March 12, 1997). "How to get girls into the world of computers". Vancouver Sun. ProQuest 242956570.
  92. ^ Jump up to: a b Schuyler (1995): pg. 94
  93. ^ "ABC/EA Changes Name, Discloses Release Plans". Multimedia & Videodisc Monitor. June 1, 1995 – via Factiva.
  94. ^ Jump up to: a b c Gillen, Marilyn A. (May 13, 1995). "EA, Cap Cities Beget Creative Wonders". Billboard. Prometheus Global Media. Archived from the original on March 4, 2016.
  95. ^ Jump up to: a b Berniker, Mark (August 7, 1995). "Disney, ABC to combine resources for interactive markets. (Capital Cities/ABC, Walt Disney Co.)". Broadcasting & Cable. NewBay Media. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  96. ^ Jump up to: a b c d e "New logo set by Cap Cities/ABC and Electronic Arts for software". HFN; The Weekly Newspaper for the Home Furnishing Network. Archived from the original on September 15, 2016. Retrieved September 9, 2016.
  97. ^ Berniker, Mark (December 12, 1994). "ABC, Electronic Arts form software company: it will focus on CD-ROM, 32-bit video games for kids market". Broadcasting & Cable. Archived from the original on September 10, 2016.
  98. ^ "Industry Veteran Michael Pole Joins Fox Interactive as Senior Vice President of Product Development". Business Wire. November 21, 2000 – via Factiva.
  99. ^ Jump up to: a b c d e f g h i j k Palumbo, Paul; Kalb, John (1996). Interactive Publishers Handbook. Carronade Group. pp. 206–8.
  100. ^ Kerr, Alison (February 13, 1999). "Role model for all oui girls; As Madeline progresses from books to film, Alison Kerr charts the life of the original Ginger Spice". The Herald. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  101. ^ Jump up to: a b Breen, Christopher; Tessler, Franklin; Bortman, Henry (October 1999). "Get smart". Macworld. 16 (10): 80–87. ProQuest 199387953.
  102. ^ Jump up to: a b "The Learning Company Gears Up for the Holidays With a New Educational Line of Software". PR Newswire. September 22, 1998. Archived from the original on May 11, 2017.
  103. ^ DiOrio, Carl (September 18, 2000). "Bain backing buyout of DIC". Variety. Archived from the original on January 10, 2019. Retrieved January 10, 2019.
  104. ^ Palumbo & Kalb (1996): p. 208
  105. ^ "Louis Roitblat, Former VP of Marketing for Mattel/The Learning Company, Joins KidFlix.com". PR Newswire. June 29, 1999. ProQuest 449655704.
  106. ^ Jump up to: a b Madeline Classroom Companion: Preschool end credits
  107. ^ Jump up to: a b Schuyler (1995): pg. 93–4
  108. ^ DMASTER (March 27, 2015). "Welcome Jay Francis, from Disney". Digital Media Arts Showcase. Archived from the original on October 11, 2016.
  109. ^ Flanigan, James (March 22, 1995). "Venture Capital Alone will not Lure Multimedia". Los Angeles Times. Archived from the original on September 17, 2016.
  110. ^ Schuyler (1995): pg. 38–9
  111. ^ Schuyler (1995): pg. 23
  112. ^ Schuyler (1995): pg. 35
  113. ^ Jump up to: a b Palumbo, Paul; Kalb, John (1996). Interactive Publishers Handbook. Carronade Group. pp. 84–86.
  114. ^ Schuyler (1995): pg. 38
  115. ^ Jump up to: a b Fisher, Lawrence M. (December 8, 1995). "Softkey Reaches Agreement to Buy Learning Company". The New York Times. ISSN 0362-4331. Archived from the original on September 16, 2016. Retrieved September 10, 2016.
  116. ^ "The Learning Company, Inc. Closes Purchase of Creative Wonders". PR Newswire. December 11, 1997. Archived from the original on September 8, 2016.
  117. ^ Jump up to: a b c d e f "Kevin O'Leary: He's not a billionaire, he just plays one on TV". Archived from the original on September 2, 2016. Retrieved September 10, 2016.
  118. ^ Jump up to: a b c d "History of The Learning Company Inc. – FundingUniverse". www.fundinguniverse.com. Archived from the original on September 16, 2016. Retrieved September 15, 2016.
  119. ^ McDaniel, Kim (March 14, 1997). "That's Edutainment; New Software Titles Will Let Children Learn as They Play; Edutainment: Children Learn While They Play". The Salt Lake Tribune – via Factiva.
  120. ^ Muller, Joann (March 15, 1998). "PC Price Drop Boosts Kids' Software Buried in Debut Just a Year Ago, Cambridge Firm Rebounds with Acquisitions, New Titles". The Boston Globe. Boston Globe Media Partners, LLC. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  121. ^ "The Learning Company Launches Arthur's Reading". PR Newswire. July 13, 1999. Archived from the original on September 17, 2016.
  122. ^ Jump up to: a b "Madeline European Adventures". legendsworld.net. Adventure Legends. Archived from the original on September 12, 2016.
  123. ^ "The Learning Company Announces 26% Increase In Year Over Year Retail Sales in February". PR Newswire. March 23, 1998. ProQuest 453503288.
  124. ^ Shaw, Gillian (August 28, 1998). "Cyberchild: New generation will have high workplace expectations". The Hamilton Spectator. Retrieved September 22, 2016.
  125. ^ Ray, Robin (March 29, 1998). "Youngsters say oui to Madeline". Boston Herald. Herald Media Inc. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  126. ^ "Learning Co. Launches Educational Software Games". PR Newswire. September 22, 1998 – via Factiva.
  127. ^ "The Learning Company Gears Up for the Holidays With a New Educational Line of Software". PR Newswire. September 22, 1998. ProQuest 447236893.
  128. ^ Gorriz, Cecilia M.; Medina, Claudia (January 2000). "Engaging girls with computers through software games". Communications of the ACM. 43 (1): 42–49. doi:10.1145/323830.323843. S2CID 17013567.
  129. ^ Cave, Andrew (September 30, 2000). "Mattel sale ends $3.6bn fiasco". The Daily Telegraph. Archived from the original on March 6, 2016.
  130. ^ Montgomery, Blake (February 7, 2016). "Is the Educational Games Industry Falling Into the Same Trap It Did 20 Years Ago?". EdSurge. Archived from the original on March 6, 2016.
  131. ^ Jump up to: a b "1997–1999 – Minnesota Educational Computing Consortium". Minnesota Educational Computing Consortium. Retrieved September 9, 2016.
  132. ^ "Madeline 1st and 2nd Grade Math". Museum of Play. Archived from the original on September 8, 2016.
  133. ^ Jump up to: a b Kaplan, Kare (June 28, 1999). "The Cutting Edge: Focus on Technology; In Software, It's Still a Boy's World; Many Firms Have Tried, Few Have Succeeded Selling Computer Games to Girls". Los Angeles Times. ProQuest 421559889.
  134. ^ "Mattel Interactive". IGN. Retrieved September 10, 2016.[dead link]
  135. ^ "The Learning Company". The Gores Group. Archived from the original on September 9, 2016.
  136. ^ "Acquisition of The Learning Company by Gores Technology Completed". The Gores Group. October 19, 2000. Archived from the original on September 23, 2016.
  137. ^ Nelson, Scott Bernard (September 30, 2000). "Mattel Sells Troubled Software Company Learning Co. To Be Sold To California-Based Gores For 'Future Consideration". The Boston Globe. Boston Globe Media Partners, LLC. Archived from the original on October 8, 2016. Retrieved September 10, 2016.
  138. ^ "Riverdeep Acquires the Education Assets of the Learning Company; Riverdeep to Become the World's Largest K-12 Education". The Gores Group. September 6, 2001. Archived from the original on August 21, 2016.
  139. ^ "Encore Software Madeline Magnificent Puppet Show Madeline Has Found Backdrops For Show Popular". Fishpond.co.nz. Archived from the original on September 18, 2016.
  140. ^ Welbes, John (August 6, 2002). "New Hope, Minn.-Based Software Firm Hopes Acquisition Will Boost Growth". St. Paul Pioneer Press. MediaNews Group. Archived from the original on October 8, 2016. Retrieved September 10, 2016.
  141. ^ "Riverdeep plans to acquire Houghton Mifflin". M2 Best Books. October 23, 2006. Archived from the original on October 8, 2016. Retrieved September 10, 2016.
  142. ^ "Reed Elsevier sells Harcourt units to Houghton Mifflin". Business Publisher. July 17, 2007. Archived from the original on September 23, 2016. Retrieved September 10, 2016.
  143. ^ "Carmen Sandiego Returns: Houghton Mifflin Harcourt Launches Character's First-Ever iOS App". Houghton Mifflin Harcourt. November 19, 2015. Archived from the original on September 16, 2016.
  144. ^ "Kids programming used for Creative Wonders". Broadcasting & Cable. May 8, 1995. Archived from the original on October 8, 2016.
  145. ^ Jump up to: a b Kenedy, Kristen (September 25, 1995). "Madeline teaches kids language lessons". Computer Retail Week – via Factiva.
  146. ^ Arar, Yardena (May 10, 1995). "E3 Phones Home Electronic Expo Takes A Byte Out of the Big Orange". Los Angeles Daily News – via Factiva.
  147. ^ Jump up to: a b "Acer Aspire: The multimedia advantage - Everything you can do with Aspire". Dataquest, Desktop & Mobile Update (extracted in M2 Presswire). March 1, 1996 – via Factiva.
  148. ^ "Creative Twofers". Computer Retail Week. 6 (144). August 26, 1996.
  149. ^ "Creative Wonders Bundles Video with Selected CD-ROMs". New Media Week. February 26, 1996 – via Factiva.
  150. ^ Jump up to: a b Scally, Robert (June 3, 1996). "Set-top wars heat up; game makers vie for share". Discount Store News. 35 (11) – via Factiva.
  151. ^ "Holiday to Accelerate Software Consolidation". Consumer Multimedia Report. November 11, 1996 – via Factiva.
  152. ^ Jump up to: a b "Big Bird, Madeline, SchoolHouse Rocky Among Children's Characters Brought To Life On Web At Creative Wonders Site". URLWire. September 8, 1997. Archived from the original on September 15, 2016.
  153. ^ "Web Tips (Business)". Rocky Mountain News. September 7, 1997. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  154. ^ "Madeline: Downloadable Game". Creative Wonders. The Learning Company. 1998. Archived from the original on February 2, 1999. Retrieved September 11, 2016.
  155. ^ "Companies Open Web Sites, Online Stores With Diverse Strategies, Expectations". Selling to Kids (2.9). October 1, 1997 – via Factiva.
  156. ^ "Computer City Introduces 'Just For Girls'". PR Newswire. November 4, 1997. Archived from the original on May 11, 2017. Retrieved September 12, 2016.
  157. ^ McCormick, Moira (November 14, 1998). "Lyrick Celebrates A Decade of Barney". Billboard. Nielsen Business Media, Inc. Retrieved September 9, 2016.
  158. ^ Churnin, Nancy (February 16, 1998). "Education: Smart Resources for Students and Parents; Computing Methods to Get Ready for Kindergarten". Los Angeles Times. ProQuest 421345517.
  159. ^ "The Learning Company and Noodle Kidoodle Team Up to Celebrate 60 Years of Madeline". PR Newswire. March 31, 1999. Archived from the original on September 17, 2016.
  160. ^ "The Learning Company and Zany Brainy Team up This Weekend to Celebrate 60 Years of Madeline". PR Newswire. Nielsen Business Media, Inc. March 17, 1999. Archived from the original on September 17, 2016.
  161. ^ Cox, Kim (June 12, 1999). "Buena Vista to Roll Out Promotions for End-of-99 Releases". Billboard. Nielsen Business Media, Inc. Retrieved September 9, 2016.
  162. ^ "An Array of New Products from The Learning Company's Learning Division Make Their E3 Debut in Los Angeles". PR Newswire. April 26, 1999. Archived from the original on May 11, 2017. Retrieved September 12, 2016.
  163. ^ Lu, Kathy (January 12, 2015). "Time suck alert: 'Pac-Man' among thousands of MS-DOS games available for free". The Kansas City Star. Archived from the original on December 20, 2016.
  164. ^ O'Neil, Lauren (January 7, 2015). "90's kids rejoice as Internet Archive releases 2,300 MS-DOS games for free - Your Community". CBCNEWS. Archived from the original on October 17, 2016.
  165. ^ Corley, Troy (June 14, 1997). "Female entrepreneurs develop software to exercise girls' minds". The Day. The Day Publishing Company. Archived from the original on May 11, 2017. Retrieved September 9, 2016.
  166. ^ "Bestsellers". The Washington Post. March 31, 1997. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  167. ^ "Bestsellers". The Washington Post. December 1, 1997. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  168. ^ Veldre, Danielle (January 25, 1997). "Software: Hard Choice". Sun Herald – via Factiva.
  169. ^ Wickre, Karen. (January 1998). "Interview: Luyen Chou". Upside. Upside Publishing Company. 10 (1): 76–81. ProQuest 218009194.
  170. ^ Harmon, Amy (March 22, 1999). "Technology; With the Best Research and Intentions, a Game Maker Fails". The New York Times. Archived from the original on May 10, 2017.
  171. ^ Harmon, Amy (March 24, 1999). "Game maker fails to win enough profit: Purple Moon designed dolls, computer games for girls". The Spectator. ProQuest 269935477.
  172. ^ "Large choice for the young". Sunday Mail. December 6, 1998 – via Factiva.
  173. ^ "Bestsellers". The Washington Post. August 9, 1999. Archived from the original on March 6, 2016.
  174. ^ "Bestsellers". The Washington Post. September 13, 1999. Archived from the original on March 6, 2016.
  175. ^ Jump up to: a b c d Source incorrectly said "billion" instead of "million" for the video game sales figures.
  176. ^ Jump up to: a b "Madeline: 1st and 2nd Grade Reading Deluxe". Today's Catholic Teacher. Peter Li. 33 (4): 13. January–February 2000. ProQuest 213925819.
  177. ^ Chidley, Joe (December 16, 1996). "Madeline: European Adventures". Maclean's. Maclean Hunter Consumer Publications. 109 (51): 55–57. ProQuest 218445799.
  178. ^ Selvaratnam, Subashini (July 19, 1998). "Fun-filled tour with Madeline". Sunday Mail. ProQuest 324995147.
  179. ^ Jump up to: a b c Hwan-Chi, Rhonwyn. "An Educational Tour with Madeline". New Straits Times. New Straits Times Press. Archived from the original on May 11, 2017. Retrieved September 9, 2016.
  180. ^ Jump up to: a b Kawamoto, Wayne (January 1, 1996). "Madeline and the Magnificent Puppet Show". Computer Shopper. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  181. ^ Jump up to: a b Abel, Amee (November 1, 1995). "Too cool for school: educational programs keep kids learning and playing". Computer Shopper. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  182. ^ "PC Magazine Picks Top 100 CD-Roms". PR Newswire. September 17, 1996 – via Factiva.
  183. ^ "EdPress announces Golden Lamp winners". Reading Today. International Reading Association. 17 (1): 9. August–September 1999. ProQuest 223402646.
  184. ^ Rosenberg, Ronald (December 17, 1995). "Another year, 200 more titles Based on books, movies and even football teams,children's software moves into the mainstream". Boston Globe. ProQuest 290766002.
  185. ^ Algeo-Krizman, Karen (April 25, 1997). "Lighthouse' Casts a Weak Glow". Rocky Mountain News. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  186. ^ Chang, Elizabeth (October 30, 1998). "Screen Shots". The Washington Post – via Factiva.
  187. ^ Jump up to: a b Foran, Katherine. "Math Tutorial Gets Average Grade". Chicago Tribune. tronc, Inc. Archived from the original on March 4, 2016.
  188. ^ MacHome child playtesters (January 1998). Madeline Classroom Companion review. MacHome Journal – via Software and CD-ROM Reviews on File, Volume 14 (page 228).
  189. ^ Foran, Katherine (November 5, 1998). "Madeline Offers Scads of Diversions". Chicago Tribune. ProQuest 418750836.
  190. ^ Jump up to: a b Savignano, Lisa Karen. "Madeline Thinking Games". AllGame. Archived from the original on November 16, 2014.
  191. ^ "Screen Shots". The Washington Post. October 30, 1998. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  192. ^ Brown, Peggy (April 14, 1996). "Kidsware". Newsday. ProQuest 278888262.
  193. ^ "Software Picks". The Daily Gazette. August 2, 1998. Archived from the original on May 11, 2017. Retrieved September 9, 2016.
  194. ^ Touchy, Lynne (July 13, 1998). "Madeline, the orphaned French girl, adds CD game to movies, books, videos Software". The Baltimore Sun. tronc, Inc. Archived from the original on September 20, 2016.
  195. ^ Ray, Robin (March 29, 1998). "Youngsters say oui to Madeline". Boston Herald. Herald Media Inc. Archived from the original on October 8, 2016. Retrieved September 9, 2016.
  196. ^ Branzburg, Jeffrey (May 1999). "Madeline Rainy Day Activities". Technology & Learning. Miller Freeman. 19 (9): 19–20. ProQuest 212098550.
  197. ^ Amjadali, Samantha (February 4, 1998). "Dinosaurs in the Kangaroo Crypt". The Herald Sun – via Factiva.
  198. ^ Ellison, Carol (January 1, 1996). "Madeline still speaks little girls' language". Home PC – via Factiva.
  199. ^ Fujita & Johannesson (2003): p. 154
  200. ^ Yakal, Kim (August 1996). "Back to School". PC Magazine. Ziff Davis. Retrieved September 8, 2016.
  201. ^ Madeline Thinking Games Deluxe review. Children's Software Revue. March–April 1998. p. 18 – via Software and CD-ROM Reviews on File, Volume 14 (page 679).
  202. ^ Owens, Darryl E. (January 5, 1999). "Here's Some Software for Your Home PC That Actually Can Help Young Minds Grow". Orlando Sentinel – via Factiva.
  203. ^ Lamb & Brown (2007): p. 250

Sources[]

  • Fujita, Sharon; Johannesson, Lyn Mikel (2003). New Trends in Software Methodologies, Tools and Techniques: Proceedings of Lyee W03, the Second International Workshop on Lyee Methodology. Amsterdam: IOS Press. ISBN 978-1-58603-052-0.
  • Keeling, Joyce (2002). Lesson Plans for the Busy Librarian: A Standards-based Approach for the Elementary Library Media Center, Volume 1. New York: Libraries Unlimited. ISBN 978-1-56308-869-8.
  • Lamb, Sharon; Brown, Lyn Mikel (2007). Packaging Girlhood: Rescuing Our Daughters from Marketers' Schemes. New York: Macmillan. ISBN 978-0-312-37005-3.
  • Palumbo, Paul; Kalb, John (1996). Interactive Publishers Handbook. New York: Interactive multimedia. ISBN 978-1-885452-07-8.
  • Schuyler, Nina (1995). The Business of Multimedia. New York: Allworth Press. ISBN 978-1-880559-31-4.
  • Schwartz, Natalie; Branch, Alfred; Quinn, Patrick (1997). Electronic Media for the School Market. New York: SIMBA Information Incorporated. ISBN 978-0-88709-300-5.
  • Strickland, Dorothy S.; Morrow, Lesley Mandel (2000). Beginning Reading and Writing. New York: Teachers College Press. ISBN 978-0-8077-3976-1.

External links[]

Retrieved from ""