Electronics, social networking, and video games are all ways today's society eliminates boredom and expresses itself anonymously or anonymously. The use of electronic networks and social networks is deeply integrated into today's culture. According to the current standards of developed countries, Facebook, Twitter, iPhone / mobile are not common. As electronic and social networks become more common, video games and games have become popular in today's generation using electronic and social networks as catalysts.
Problems associated with women and video games, including gender discrimination in video games and display of gender in video games, as the demographics of video game producers and players change, academic circles, the media, the game industry and the game players themselves Has been affected by. worry. . As an example, in the gamer gate controversy in 2014, issues of gender discrimination, unjust female, and journalism ethics were addressed. Benjamin Paaßen said that since video game culture has long been a space led by heterosexuals, there is a tendency to respond to this particularly advantageous audience, tendency to produce video games reflecting the gaze of heterosexual men I think that it is in. He further pointed out that the lack of performance as an alternative to video games led game players who had moved from the mainstream population to downgrade to the edge of culture often.
Heterosexual men (eg Shaw, 2012; Williams, Consalvo, Caplan, & Yee, 2009). One of the first problems that arises when considering gender or game theme is whether the video gamer 's stereotype is accurate. Every year, the Entertainment Software Association (ESA) publishes reports that contain statistics on video gamer demographics. Many papers selected for inclusion in literature review cited gender statistics in the ESA Annual Report (eg Shaw, 2012; Williams Consalvo et al., 2009). Table 1 summarizes the statistics of the five ESA annual reports. By gradually examining these results, men play more video games than women, but the proportion of female gamers seems to increase with the passage of time. However, when evaluating these statistics it is important to recognize that ESA uses a very broad definition of the composition of video games.
Not only the general female game population was tracked but also the spread of these populations was tracked in many aspects of the game. Groups such as ESA and ESAC have collected data on the sex of purchasers of video games, the proportion of female gamers in certain age groups, and the average game play years by female gamers for over 10 years. In particular, ESAC covers in detail the age-related market segment between male and female gamers. Other statistics are collected from time to time in various aspects affecting the video game market.