Page 16 is the one on the report you want to read to debunk the wider claims.
Men persistently play longer hour sessions more times per week. The group who play the longest sessions are men aged 16-25, who play in 2.5 hour sessions on average. The group who play the most frequently are boys aged 11-15, who play once every 1.7(ish) days, in 2.2(ish) hour sessions.
By contrast? Women 16-25? Play in 1.6 hour sessions every 2.4 days (again, ish) while girls aged 11-15 play about every 2.3(ish) days, only in sessions of 1.25ish hours.
The Digital Australia report is, as it stands, a puff piece aimed at attempting to improve videogame legislation in Australia by defying stereotypes of gamers. The problem is that it's true lies, damn lies and statistics. And y'know what? Until this year, I got that. We had no R18+ rating. And hell, even now the R18+ rating remains awfully instituted. But it's time to stop with the puff pieces, because they let the industry off the hook.
Y'want the proof that the games industry skews the market to boys? The proof is in the lowest age brackets, where play time is most controlled and before the most socialization can kick in.
Males 6-11 and female 6-11 both play frequently, because they both want to and their parents let them. The result is a dead on even 1.9(ish) days between sessions. But the boys play for 1.75 hours. The girls stop after just over half an hour.
1-5? A lot longer between sessions (parents) at roughly 2.5 days between sessions. But now, where the games made are much less gendered? (Think Sesame Street, etc?) The gap all but vanished in play time. Boys just over half an hours, girls just under. It's radically, markedly different.
To me, those numbers are proof the industry does have a problem with marketing to women. It needs to fix it.
(Fixed my numbers there. Males 6-11 and Females 6-11 were listed as 1-6 in both cases.)