For one thing, the average online gamer is female*:
The confusing, nasty muck of the Gamergate scandal, in which anonymous attackers have harassed and sent death threats to women linked to the video-game industry, has morphed into a bitter culture war over the world’s $100 billion gaming empire.
But the fight has also highlighted the minefield facing an industry still learning how best to attract — and protect — a new generation of American gamer. The danger, analysts said: The fight could scare away the growing market of women the gaming industry wants.
The stereotype of a “gamer” — mostly young, mostly nerdy and most definitely male — has never been further from the truth. In the United States, twice as many adult women play video games as do boys, according to the Entertainment Software Association, the industry’s top trade group. Male gamers between ages 10 and 25 represent a sliver of the market, only 15 percent, according to Newzoo, a games research firm.
Yet America’s 190 million gamers, 48 percent of whom are women, still play in a harsh frontier. About 70 percent of female gamers said they played as male characters online in hopes of sidestepping sexual harassment, according to a study cited by “Hate Crimes in Cyberspace” author and law professor Danielle Keats Citron.
“It’s just like playing outside when you’re a teenager. It’s still a jungle out there,” said Peter Warman, the chief executive of Newzoo. Of the women who played as men, he said, “they wanted to be treated equal on the virtual battlefield.”
* Actually, the Washington Post headline mis-represents the data slightly, so this isn’t an accurate statement either.