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The term "girl gamer" has been used as a reappropriated term for female players to describe themselves, but it has also been criticized as counterproductive or offensive.
since at least 1997, and the Canadian Entertainment Software Association of Canada (ESAC) since 2006.female gamers have commonly been regarded as a minority, but industry surveys have shown that in time the gender ratio has become closer to equal, and since the 2010s, females have been found to make up about half of all gamers.Sexism in video gaming, including sexual harassment and the 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 females 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 (coders, developers, producers, etc.).Mylol is not only a web site, we have an exciting mobile app available on iphone and android. You can chat with members or privately with someone. We are constantly working on Mylol to make it better for you.
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Other organizations including the Australian/New-Zealander Interactive Games & Entertainment Association (IGEA) 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 (ISFE) and numerous smaller national groups like the Belgian Entertainment Association (BEA), the Nederlandse Vereniging van Producenten en Importeurs van beeld- en geluidsdragers (NVPI), and the Association for UK Interactive Entertainment (UKIE) 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.