What happened when Sega courted female players in the mid-’90s
In 1993, when Sega of America came calling, Michealene Cristini Risley had been growing increasingly concerned at the lack of female representation in games and animation. “I’d spent a lot of time in L.A. and Hollywood,” she says, referring to her job doing production and licensing in Marvel’s animation unit, “and I’d just noticed, particularly when I was working in kids television, that there were not a lot of roles for female [actors/characters].”
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