No I got your point. But the 'half of people playing games are female argument' is quite weak in this case because those females aren't playing Gears, or CoD or Battlefield, they're playing the Sims or Candy Crush or that Kim Kardashian nonsense. The girls who do play games like CoD are a periphery demographic at best. They aren't going to be catered for because they aren't the primary consumer which brings in the dollars.http://usabilitynews.org/video-games-ma ... er-social/
This study illustrates my point.
Hardly a peripheral
Results reveal that males overwhelmingly played more violent video games than females. However, females reported playing both violent and non-violent almost equally
So that's men (making up half the buyers) playing violent games and women (the other half) playing a 50/50 split. That still means women make up almost a third of the people playing violent games. One in three of your market is more than enough to justify catering to them a hell of a lot more often than currently happens.
It's also not a particularly great study looking at their methodology. 341 is not a very large sample size, it's too heavily bias towards males and the fact the majority are unemployed students doesn't reflect the fact the average gamer is now a 30 something with lots of disposable income. Even by their own results most women start gaming at a later age which means that by having such a large percentage of students in the sample group they are missing out the bulk of the female gamers.
Again (just to be nit picky) according to this study the number of female console players is significantly greater than the number of male console gamers (who dominate in PC gaming here) which doesn't really reflect reality, but would surely indicate that a console series like Gears of War could only benefit from female protagonists? Apparently the number of women playing violent games on consoles is actually greater than the number of males doing the same.
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