History
The first ''Reader Rabbit'' computer game was conceived by the Grimm sisters and titled ''Reader Rabbit and the Fabulous Word Factory''. It was released initially in 1983 and featured in the 1983 holiday special ''The Computer Chronicles''. Later versions were released in 1984. In 1986, both ''Reader Rabbit'' 2.0 and ''Math Rabbit'' were released. In 1987, ''Writer Rabbit'' was released with the intention of having a ''Rabbit'' series that featured different academic subjects. Ultimately, the developers decided to have a ''Reader Rabbit'' series that explored subjects beyond reading. With this directional change, ''Math Rabbit'' would later be renamed ''Reader Rabbit'' with the game title ''Reader Rabbit's Math''. Many critics and gaming historians erroneously assert that the Reader Rabbit series officially began in 1986. The 1990s saw an audio cassette release of some of the game's most popular music, titled ''Reader Rabbit's Sing Along Favorites'', and by 1996 the ''Reader Rabbit'' series included a wide variety of titles, including ''Reader Rabbit's Reading Development Library'' which allowed players to experience fairy tales via animated storybooks. In 1995, The Learning Company was bought by SoftKey after a hostile takeover bid. Softkey adopted the name The Learning Company. Softkey embarked on a cost-cutting exercise with the aim to sell cheaper software. The Platinum line of budget titles pushed the retail price for edutainment down to $12.99 in the US, and swapped the fancy packaging for a simple jewel case. At the time, SoftKey founder Kevin O'Leary recalled, "I'd get a $12 million order for "Reader Rabbit"...it would blow up behind me, the logistics. I couldn't deliver", noting that he gave Mike Perik half his equity to solve the problem. In 1998, The Learning Company was acquired by Mattel in a $3.6 billion deal. The toy-maker was looking to enter the interactive market. Mattel planned to expand the ''Reader Rabbit'' franchise into a series of interactive electronic plush toys that could download new content from the Internet. Mattel was forced to quickly sell off their properties the following year to avoid bankruptcy, and the Reader Rabbit brand was sold to Riverdeep. From 1998 to 2002, a series called '' The ClueFinders'' featuring a '' Scooby-Doo''-like gang of mystery solvers was released with similar subject matter aimed at a more advanced student base, from the third to the sixth grade. The ''Reader Rabbit Workbook Series'' was released in 2003, and consisted of three 320-page comprehensive workbooks and five 32-page single-subject workbooks, aimed at children ages three to seven. The early 2000s, saw the last major PC releases of the franchise. New games have since been released on platforms such as NintendoDesign
Plot and gameplay
The series centers on the adventures of Reader Rabbit and his friends, including Sam the Lion and Matilda the Mouse. The grayish-blue Reader Rabbit is theArt
In the early 1990s, artist Shaowei Liu hand painted backgrounds and animations which were then digitized for the games. In the mid-1990s, artistMusic
Each game contains songs that guide the narrative and provide the internal monologs of characters. Composer Scott Lloyd Shelly was particularly proud of composing the music for ''Reader Rabbit: 1st Grade'' in 1998. Foreign language versions were created for many of the games to give the franchise global appeal. This extended to the games' songs; one song from ''Reader Rabbit Preschool'' was translated into French, German, Portuguese, Russian, and Swedish. A VHS video called ''Reader Rabbit Sing-A-Song Adventures'' was released in 2000, featuring a compilation of the series' best songs.Educational goals
Education has always been a key part of the games' design, seeking to find a balance between learning and fun. The titles in the series are researched by educators, parents, children and reading specialists to ensure the software is educational, engaging and easy-to-use. The software aimed to promote the use of computers as teaching tools in the classroom. The games covered a range of subjects such as reading, phonics, math, and memory. The A.D.A.P.T. Learning Technology was introduced into ''Reader Rabbit'' titles in 1999. The system contained a series of customization features that would facilitate the player's learning by assessing abilities, developing skills, adjusting levels, providing help, and tracking progress.Products in the franchise
Video games
Compilations
Cassettes and DVD
* ''Reader Rabbit's Sing Along Favorites'' (music cassette) * ''Reader Rabbit: Sing-A-Song Adventures'' (VHS – 2000) * ''Reader Rabbit: Wordville Soup'' (DVD – 2004) * ''Reader Rabbit: The Great Alphabet Race'' (DVD – 2005)Reader Rabbit Giant Workbooks
These workbooks were published by The Learning Company and each were supplementary material to a corresponding game. They were republished as ''Reader Rabbit: Let's Learn'' by Houghton Mifflin Harcourt: * ''Reader Rabbit Kindergarten'' * ''Reader Rabbit Kindergarten: Rhyming Words'' * ''Reader Rabbit Preschool'' * ''Reader Rabbit Preschool: Reading Readiness'' * ''Reader Rabbit Preschool: Colors & Shapes'' * ''Reader Rabbit Preschool: Sounds'' * ''Reader Rabbit Preschool: Alphabet'' * ''Reader Rabbit Starting School Level 1: ABC'' * ''Reader Rabbit 1st Grade'' * ''Reader Rabbit 1st Grade: Spelling'' * ''Reader Rabbit 1st Grade: Phonics'' * ''Reader Rabbit 1st Grade: Writing Mechanics'' * ''Reader Rabbit K-1st Grade: Math'' * ''Reader Rabbit K-1st Grade: Math – Money, Time & Measurement''Reader Rabbit Leapfrog e-books
These e-books are about phonics and were released under the LeapPad learning system: * ''High Flying Circus'' * ''Sam's Sweet Surprise'' * ''The Great Word Chase''Reception
Critical reception
In 1991, '' The Chicago Sun-Times'' noted that Reader Rabbit was "one of the most effective edutainment gaming franchises" and that it had helped many children learn how to read. '' Computer Shopper'' appreciated that the games filled a gap in the market; it found that while most reading comprehension titles were aimed at older children, ''Reader Rabbit'' uniquely offered games to the preschool age. In 1995, '' The New York Times'' noted that the flagship title of The Learning Company was "unusual in crossing over from home use to in-school, curriculum-based learning". The newspaper noted in 2002 that the series had become an "educational staple in schools and homes" with a long tradition of "quality educational software". '' The Boston Herald'' argued that the games' replayability and enjoyment made their costs immediately justifiable. Krystina Madej of ''Physical Play and Children's Digital Games'' highlighted the series as an innovator in the budding edutainment genre during the 1980s, following in MECC's '' The Oregon Trail'' footsteps to create play-based educational games aimed at young children. In 2012, '' PC Mag'' listed the debut title as one of the 10 Educational PC Games of the 1980s and noted that new titles were still being released.Sales
The premiere game in the series, ''Reader Rabbit and the Fabulous Word Factory'', first entered the ''Billboard'' Charts for Education Computer Software at number six in May 1985 and re-entered at number 10 two weeks later. The game continued to feature on the charts in following weeks, selling 250,000 units by 1989. The series was commercially successful throughout its run. By 1991, the series had sold 500,000 copies. The Learning Company had a gross revenue of $27.5 million at the end of the 1993 financial year and 41% revenue growth from 1992–3, largely due to the Reader Rabbit series. Between 1993 and 2001, the series sold six million copies. Around 2001, prices of the products were tapering and the sales were declining around Europe. By 2002, the series had sold over 25 million copies.Awards and nominations
As of 2017, the series has won over 175 awards. , - , 1991 , ''Reader Rabbit 1'' , ''Technology & Learning Magazine''s Language Arts Program of the Decade , , - , 1991 , ''Reader Rabbit 2'' , Parents' Choice Foundation Award , , - , 1992 , ''Reader Rabbit 2'' , Software Publishers Association's Award for Best Elementary Education Product , , - , 1992 , ''Reader Rabbit 2'' , CODiE Award for Best Elementary Education Program , , - , 1992 , ''Reader Rabbit 2'' , ''Technology & Learning Magazine''s Award of Excellence , , - , 1994 , ''Reader Rabbit 1'' , The National Association of Parenting Publications Awards Gold Medal , , - , 1994 , ''Reader Rabbit 2'' , ''Technology & Learning Magazine''s Software Award for Excellence—Next in Series , , - , 1995 , ''Reader Rabbit's Interactive Reading Journey 1'' , Home PC's Award of Excellence , , - , 1995 , ''Reader Rabbit's Interactive Reading Journey 1'' , '' Parenting Magazine''s Software Magic Award , , - , 1995 , ''Reader Rabbit's Interactive Reading Journey 1'' , The Parent Council's Seal for outstanding product , , - , 1995 , ''Reader Rabbit's Interactive Reading Journey 1'' , ''Technology & Learning Magazine''s Award of Excellence for the School category , , - , 1995 , ''Reader Rabbit's Interactive Reading Journey 1'' , The Parents' Choice Foundation Approval , , - , 1995 , ''Reader Rabbit's Interactive Reading Journey 1'' , ''Mac Home Journal''s Reader's Choice Award , , - , 1995 , ''Reader Rabbit's Interactive Reading Journey 1'' , ''References
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