I'm not sure where any of you were in the early '80s, but I don't agree with those of you saying that the arcades back then were male-dominated. My mom and I hung out in arcades starting in '82 at the latest (when I was 4 and then 5 years old) and I remember plenty of girls and women hanging out in them. I recall them shifting into a predominantly "male space" in the mid-to-late '80s. And before the '82 video game crash, all the cool kids had an Atari at home whether they were male or female.
Home video games were almost exclusively sold in toy stores, and not in the boys' aisle either. All of the stores I saw kept the games in a large case behind the cash registers or hanging from pegs in the wall, also behind the cash registers. That in and of itself gave the impression of games being gender-neutral since they were one of the few "toys" that weren't in gender-specific aisles.
Also, the reason you can't find any data to support what I wrote above is because data wasn't collected at that time. The entire industry was considered to be a "Wild West" atmosphere with developers making games they wanted to make, gamers playing those games, and advertising that was focused on everyone.
Nintendo was the company that changed the gender spectrum. They didn't want a repeat of the 1982 crash, and so they approved what video games wound up on their system (controlling the risk of shitty-game bloat that preceded the crash) and realized that they needed to target their advertising. It was them who chose to market games to boys around the age of 10. Shortly thereafter, the process of demographic data collection began and, Surprise Surprise (!!!), Nintendo's marketing strategy resulted in a preponderance of male gamers over female gamers.
(Yes, that's just one of the known factors, but it's one of the biggies.)
Now the PC market was different at first. Sierra's games of the late '80s and early '90s were mostly played by women in their thirties, so said company co-founder Roberta Williams. I personally played those games as a preteen and teenager, and even today I would defend their reputation as gender-neutral. Lucasarts (then Lucasfilm Games) was also making bank with funny, gender-neutral titles like
Loom,
Maniac Mansion,
Monkey Island,
Sam & Max, and
Zak McKraken and the Alien Mindbenders (among others). The shift in demographics became noticeable with the rising popularity of FPS games such as
Wolfenstein 3D (released in 1992) and
Doom (from 1993). You wouldn't be wrong if you called them the spiritual successors of popular Nintendo games like
Contra (and just look at the game's advertising). Even Lucasarts capitalized on the increasingly male demographic with
X-Wing (1993) and its followup title,
TIE Fighter (1994) - because let's face it: flight simulators and space battle don't have reputations as bastions of female gamers.
Consider this as well: Sierra stuck to their guns and didn't transition to the male audience, and they went under. Lucasarts thrived by moving away from adventure games (their last being 1998's
Grim Fandago) and toward Star Wars fighters.
So is gaming male-dominated? Yeah, it still is after 25 years of male-focused advertising and the late-'90s shift to predominantly male protagonists. That people continue to think that games are for boys and men is simply a reflection of a truism that wasn't always so.
And sorry I didn't reference the hell out of this post, but it took me long enough to write and I'm tired of talking about it for now.
