Upon reading the first 52 pages of Brenda Laurel's utopian entrepreneur, I was hooked. Who knew that I would enjoy a small book about a failed gaming business, but I am. Laurel examines the rewards of being socially positive and a culture worker. I found it interesting that despite trying to "do positive work for girls in the context of popular culture" she was criticized not only by typical middle-age man but by a feminist as well. Despite the criticism, girls and their parents noticed, and in droves, but the company went bankrupt anyways. The rewards are greater than the risks though. Laurel's endeavors provided research "to find out" more regarding girls and gaming. Laurel mirrors Koster when she states that "research as practice involves understanding people (or gamers) in different ways." She further states that "fans need to be able to appropriate cultural material to construct personal meaning." This resonates perfectly with our class.