Gender, Marketing & The Video Games Industry

This is a fantastic article, which I urge you to read in its entirety. I could pull any number of quotes from it, but this one stands out for me: 

But Romero points out that if we go back to fall 1993, two significant things happened in gaming. One is the release of Doom, which heralded the start of the male-dominated first-person shooter genre. The other, in the same year, is the launch of Myst, which had an overwhelmingly female player base. "Myst dominated the charts, and we don't say games are dominated by women," Romero says. "So I've never felt that way. The Sims has more female players than it has male players, but I don't use those statistics to paint all of games."

A complex and fascinating area. We can all agree that we need more young women in the industry, but it's not as clearly male-dominated as it might first appear.

This, Bogost says, is one of the fundamental problems with the way people view video games today. The most popular titles — stuff like Candy Crush, Draw Something, Bejeweled — are excluded from being 'real games,' both by those within and outside of video game culture. What that leaves is what he describes as infantile adolescent power fantasy games, which are possibly a minority game experience, but they're the "loudest." So even if video games as a whole aren't a gendered medium, even if there's diversity in content and players, the stereotype persists outside of video game culture.

Nailed it.