Original Comment by: Aujang Abadi
One of the startling oversights of Bonnie's research into the admittedly bleak expanse of "girl-gaming" is that she doesn't stop to analyze the demographic trends behind it. Think for a moment--there are two "classes" of games that almost universally suck: franchise (i.e. licensed) games, and children's games. Both often offer very superficial gameplay and shoddy production value, the former for obvious reasons, and the latter because the publishers are targeting children and do not want to overshoot their target market in terms of accessibility or complexity. (Whether or not theirs is sound reasoning is a different argument.) With that in mind, the "phenomenon" that Bonnie claims girl games to be suddenly makes clear and perfect sense--girl games are ALWAYS one of two things: a licensed game, or a children's game. And more often or not, the former falls under the latter.
So the real question is, why are girl games always developed, marketed, and sold as children's games? THAT is a much more worthwhile question, and one that I do not think immediately lends itself to "male publishers think female gamers are dumb." Considering the post-feminist torrent of "man=idiot" sentiment floating around, I sincerely doubt publishers consider women as being of inferior intelligence. On the contrary, statistics show that teenage and adult women don't play video games, at least not to a large enough degree to encourage any publisher to actively create mature, female-oriented games. (And what does female-oriented mean, anyway?) So when a publisher decides to create a "girl game," they make a child's game, and 9 out of 10 times, it sucks. It never occurs to them that girls are going to grow up and keep playing games, so they don't think: "Gotta hook 'em now and make tons of money later," they think: "This is a time-sensitive market; put out as much crap as you can ASAP." This same phenomenon occurs with boys! It's not like there's a special cadre of children's games marked "boys only" that is the Mecca of early gaming--as a rule, children's games suck. But (as evidenced by the retailers' responses to Bonnie's detective work) boys do grow up to play video games, in very large numbers, so when someone comes in and asks about a young male gamer, they are probably more inclined to usher the inquirer to a stack of mainstream games that aren't too violent or intense. (Nintendo makes boatloads of these.) When someone asks about a female gamer, it's rarely assumed (again, thank you statistics) that the girl is over 10, or that she will continue gaming, so off to the kids' games we go.
Of course, this raises more questions, about why teenage and adult women don't play video games. While I am sure Bonnie would love us to believe it's the result of horrible social conditioning, I would much rather believe that the market's obvious slant towards men is a result of a.) historical precedence, both on the developer and consumer side, and b.) a lack of games that appear interesting to women. Chris Crawford does a fantastic job in examining what sort of game might be interesting to a female gamer, and I'm inclined to agree with him. Running around killing stuff, while it does have its appeals to my notably male mindset, often isn't enough to keep me involved but so long, hence my relative aversion to first-person shooters. But a game focusing on political or social intrigue, well that sounds pretty damn interesting right now.
No one is questioning that the market is one-sided and ill-prepared to cater to female gamers--but there are very logical reasons for this, and they are not all mired in the "boys vs. girls" mentality that Bonnie immediately presents. The market is barely capable of providing thoughtful, intelligent games to MALE gamers, and that's a sentiment you'll find espoused everywhere on the "intarwebzorz." Please, Bonnie, apply some critical thinking to your conclusions before you so quickly blame society and the male mind for the wrongs your sex must bear. Many of those wrongs are wrapped up in larger market trends, and have concrete reasoning behind them, as flawed as that reasoning may be.