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Parental influence has been theorized to perpetuate some of the stereotypes that female gamers face as boys are bought gifts like Xboxes while girls are bought girl-focused games like Barbie or educational games.

There are considerable differences between the video game genres preferred, on average, by women and men.

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.).

Other statistics have been collected from time to time on a wide variety of facets influencing the video game market.

since at least 1997, and the Canadian Entertainment Software Association of Canada (ESAC) since 2006.

The argument has also been advanced that emphasis on market research is often skewed by the participants in the study.

In studies on male gamers of the baby boomer generation, for example, players displayed a marked aversion to violence.

According to a 2017 report by the video game analytics company Quantic Foundry, based on surveys of about 270,000 gamers, the following proportions of gamers within a genre are women or men, respectively: In-game activities may also differ between the sexes in games with less linear plots such as the Grand Theft Auto series.

Women are often characterized as preferring story-driven games or constructive games like The Sims or Civilization, but this is not universally true.

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