Women and video games


The relationship between women and video games has received extensive academic and media attention. Since the 1990s, female gamers have commonly been regarded as a minority. However, industry surveys have shown that over time, the gender ratio has become closer to equal. Beginning mainly in the 2010s, women have been found to make up around half of all gamers. The gender ratio differs significantly between game genres, and women are highly underrepresented in genres such as first-person shooters and grand strategy games. 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.
Advocates 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. 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. 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.

Demographics of female players

In 2008, a Pew Internet & American Life Project study found that among teens, 39% of men and 22% of women describe themselves as daily gamers. This trend was found to be stronger the younger the age group. 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. 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 than men owned video game consoles. In 2013, Variety reported that female participation increased with age.
Female participation in gaming is increasing. According to an Entertainment Software Association survey, women players in the United States increased from 40% in 2010 to 48% in 2014. 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.
A mid-2015 survey reported by UKIE indicates that 42% of UK gamers are female.

Data collection

In North America, national demographic surveys have been conducted yearly by the U.S. Entertainment Software Association since at least 1997, and the Canadian Entertainment Software Association of Canada since 2006. Other organizations including the Australian/New-Zealander Interactive Games & Entertainment Association since 2005 collect and publish demographic data on their constituent populations on a semi-regular basis. In Europe, the regional Interactive Software Federation of Europe and numerous smaller national groups like the Belgian Entertainment Association, the Nederlandse Vereniging van Producenten en Importeurs van beeld- en geluidsdragers, and the Association for UK Interactive Entertainment have also begun to collect data on female video gamers since 2012. 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.
Not only has the general female gaming population been tracked, but the spread of this population has been tracked over many facets of gaming. For more than 10 years, groups like the ESA and ESAC have gathered data on the gender of video game purchasers, the percentage of women gamers within certain age brackets, and the average number of years women gamers have been gaming. The ESAC in particular has gone into great depth reporting age-related segmentation of the market between both male and female gamers. Other statistics have been collected from time to time on a wide variety of facets influencing the video game market.

Survey data


ESAC-reported Canadian female to male gamer ratios



IDSA/ESA-reported USA female to male gamer ratios per platform


Region / CountryStudy2012 ratio
2013 ratio
2016 ratio
AustraliaIGEA47 : 53rowspan="3" 47 : 53
AustriaISFE44 : 56rowspan="2" -
BelgiumISFE46 : 54--
CanadaESAC46 : 5446 : 5449 : 51
China27 : 73rowspan="5" -
Czech RepublicISFE44 : 56rowspan="8" -
DenmarkISFE42 : 58--
EuropeISFE45 : 55--
FinlandISFE49 : 51--
FranceISFE47 : 5352 : 48-
GermanyISFE44 : 5649 : 51-
Great BritainISFE46 : 5442 : 58-
ItalyISFE48 : 52rowspan="4" -
Japan17173rowspan="2" 66 : 34-
Korea1717337 : 63--
NetherlandsISFE46 : 54rowspan="8" -
New ZealandIGEA46 : 5446 : 54-
NorwayISFE46 : 54rowspan="3" -
PolandISFE44 : 56--
PortugalISFE43 : 57--
SpainISFE44 : 5645 : 55-
SwedenISFE47 : 53rowspan="2" -
SwitzerlandISFE44 : 56--
United StatesESA47 : 5345 : 5541 : 59

Historical prevalence

  • The author of Pac-Man, Toru Iwatani, attempted to appeal to a wider audience—beyond the typical demographics of young boys and teenagers. His intention was to attract girls to arcades because he found there were very few games that were played by women at the time. Electronic Games reported in 1982 that it was "the first commercial videogame to involve large numbers of women"; the simple gameplay and lack of violence attracted many new players. Of the nine arcade games that How to Win Video Games discussed, Pac-Man was the only one with women as a majority of players. In response, the sequel Ms. Pac-Man, launched in 1981, featured a female protagonist.
  • *The success of Pac-Man led to more women pursuing video game development.
  • In May 1982, sociologist Sidney J. Kaplan reported the composition of arcade video game players to be roughly 80% male and 20% female.
  • In a 1982 survey conducted by Electronic Games, the demographics of female arcade players were broadly similar to their male counterparts. The median age for female arcade players was 26, with a quarter under 16, a quarter between 16–25, 42% between 26–40 and 8% over 40.
  • How to Win Video Games estimated that men were 95% of Defender and 90% of Omega Race players, while women were half the players of Centipede, Donkey Kong, and three other games.
  • In 1983, researcher John W. Trinkaus published findings that there were 8 male players to every 3 female players in video game arcades.
  • In 1983, a Coleco executive stated at the Boston Computer Society that the target audience for the new Adam home computer, based on its ColecoVision console, was "boys age 8 to 16 and their fathers. We believe those are the two groups that really fuel computer purchases". When audience members booed, he added that the marketing strategy was based on consumer research.
  • In 1983, the first computer game specifically written for young girls, Jenny of the Prairie was released.
  • In 1985, a study of a University of Illinois dormitory found that although more women students than men used newly installed microcomputers, only 1% of women's computer use was for games, compared to 16% for men.
  • In 1988, Epyx CEO Dave Morse stated that California Games was the first game from his company to appeal equally to boys and girls during playtesting.
  • In 1988, Playthings reported that among primary video game users, women represented 21% of all gamers.
  • In 1988, a study by Nintendo reported that 27% of NES players in the United States were female.
  • A 1993 self-reported survey by Computer Gaming World found that 7% of its readers were female.
  • In 1994, a survey by Electronic Games reported that, among American women gamers, the Sega Genesis was most popular, with 75% ownership, followed by the SNES with 58.3% ownership, the Game Boy with 58%, and MS-DOS with 50%.
  • In 1996, Mattel, Inc. released Barbie Fashion Designer, selling over 600,000 copies. The game was considered an important step in advancing an interest in the design of games for women.
  • In 1998, The Boston Globe stated that the video game market for young girls was "exploding" with titles such as The American Girls Premiere.
  • In 2006, Nintendo reported that 44% of Nintendo DS owners were female, with the majority of Nintendogs owners being female.