While I would love for this to be true, I have a few points to make.
1. I’m not sure if they include PC as a gaming console here, but that could sway the statistics. An ever growing part of the gaming community is on PC, and it would invalidate these stats to leave it out.
2. They don’t give specific statistics for each console, which is an important oversight. There’s hardware that’s generally more popular with female audiences, like most Nintendos, and there’s hardware that is more popular with male audiences, like the PC.
3. This only examines American gamers, even though other countries have their own gender ratios. There are no international borders in video games, so this survey only looked at an unrepresentative chunk of all gamers.
4. The survey mentions the previous survey that claims adult women outnumber teen boys in video games, even though that survey included mobile games. While mobile games could be seen as valid, they shouldn’t be included with console/pc games as they are an entirely different thing.
5. The survey claims that gender relations in video games don’t match these statistics, and blame gamers for this gap. But the survey fails to assess whether women and men are playing the same games on average. There are numerous statistics that show women are more likely to play platformers, visual novels, and character driven games, whereas men are more likely to play shooters, mobas or mmorpgs. Life is Strange, Sims 4 and Hatoful Boyfriend are going to have different demographics than World of Warcraft and Gears of War, which explains why women are the prioritized audience in some genres and a secondary audience in others.
6. The survey claims that “women are rarely considered to be an equal presence” in video games, even though this year has given us some of the most progressive games to date.
7. This survey doesn’t account for the fact that a single console can have multiple users. In a household with a mother and son, the mother will own the console, but the son might also be a player of it. He wouldn’t be counted in this survey. Therefore, there’s potentially a large number of gamers who aren’t accounted for.
8. The survey had a sample of 948, which I personally don’t think is large enough to represent 319,900,000 people. Plus, the sample isn’t mentioned. They could’ve taken it at an anime convention or at a maximum security prison. Where/when/how they took their sample group will have a large impact on results, especially with such a small sample.
Those are a few cursory criticisms I have of this study. It’s interesting, but I’d need more information before I could accept it as fact.