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Critic Ian Bogost opined, "We're looking at where there isn't diversity and we're saying those games are the most valid games." Industry studies on the lack of females in gaming have also suffered at times from biases of interpretation.
Kevin Kelly of Joystiq has suggested that a high degree of circular reasoning is evident when male developers use focus groups and research numbers to determine what kinds of games girls play.
The ESAC in particular has gone into great depth reporting age-related segmentation of the market between both male and female gamers.According to data collected by Quantic Foundry in 2016, the primary motivations why people play video games differ, on average, by gender.While men frequently want most to compete with others and destroy things, women often want most to complete challenges and immerse themselves in other worlds: Although commercial hits such as Myst and The Sims appealed to women, these were nonetheless seen by some as being outside the gaming mainstream.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.