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One-off market research studies and culture surveys have been produced by a wide variety of other sources including some segments of the gaming press and other culture writers since the 1980s as well.
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In Europe, the regional Interactive Software Federation of Europe (ISFE) and numerous smaller national groups like the Belgian Entertainment Association (BEA), the Nederlandse Vereniging van Producenten en Importeurs van beeld- en geluidsdragers (NVPI), and the Association for UK Interactive Entertainment (UKIE) have also begun to collect data on female video gamers since 2012. Other organizations including the Australian/New-Zealander Interactive Games & Entertainment Association (IGEA) since 2005 collect and publish demographic data on their constituent populations on a semi-regular basis. Entertainment Software Association (ESA) since at least 1997, and the Canadian Entertainment Software Association of Canada (ESAC) since 2006.
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In North America, national demographic surveys have been conducted yearly by the U.S. Ī mid-2015 survey reported by UKIE indicates that 42% of UK gamers are female. In 2013, Variety reported that female participation increased with age (61% of women and 57% of men aged 45 to 64 played games). But even in this area, the numbers are moving towards equality: in 2012, Nintendo reported that half of its users were women, and in 2015 another Pew study found that more American women (42%) than men (37%) owned video game consoles. The study found that while adult men are significantly more likely to play console games than adult women, on other platforms they are equally likely to play. This trend was found to be stronger the younger the age group. In 2008, a Pew Internet & American Life Project study found that among teens, 65% of men and 35% of women describe themselves as daily gamers. Today, despite the dominant perception that most gamers are men, the ratio of female to male gamers is rather balanced, mirroring the population at large. According to an Entertainment Software Association survey, women players in the United States increased from 40% in 2010 to 48% in 2014. The terms " girl gamer" or " gamer girl" have been used as a reappropriated term for female players to describe themselves, but it has also been criticized as counterproductive or offensive.įemale participation in gaming is increasing. Efforts to include greater female participation in the medium have addressed the problems of gendered advertising, social stereotyping, and the lack of female video game creators (coders, developers, producers, etc.). Sexism in video gaming, including sexual harassment, as well as underrepresentation of women as characters in games, is an increasing topic of discussion in video game culture.Īdvocates for increasing the number of female gamers stress the problems attending disenfranchisement of women from one of the fastest-growing cultural realms as well as the largely untapped nature of the female gamer market. The gender ratio differs significantly between game genres, and women are highly underrepresented in genres such as first-person shooters and grand strategy games. Since the 1990s, female gamers have commonly been regarded as a minority, but industry surveys have shown that over time, the gender ratio has become closer to equal, and since the 2010s, women have been found to make up around half of all gamers. The relationship between women and video games has received extensive academic and media attention.
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Women playing The House of the Dead III in an amusement arcade in Japan, 2005