those studies exist, bit of a ballache to find via google so you’re best using an ai like grok which will compile stuff for you.
And yes some massively popular genres such as match 3 (70% female, 83% female for candy crush) or Sim games (like the sims, only 21% cis males), which really skews the data and results in the 50% female claims.
Conversely, action adventure, action rpg, open world are all 80%+ male, and fps 90%+.
Theres also stats on racial demographics, of which about 10% are black, 75% white.
So for genres like action adventures, rpgs, fps, your customer demographics are overwhelmingly straight white males, by very significant margins. Female and male gamers like (in aggregate) very different things and play very differently. So if you have a lot of women’s voices being heard in regards the development of any of the aforementioned genres, and they are saying what THEY as women want, it is naturally going to not align with the wants of the actual demographics of the game they are making. So there is massive demographic mismatch and the games fail.
The customers for my own business are overwhelmingly female, and thus so are much of our staff, and we always create thing first with our core demographic in mind. Would I like to see hard sci fi tales etc? Sure, but it would only serve a tiny section of our audience, so we don’t. This is fundamentally the problem we are seeing and it’s leading to billions in losses.
There are genres where it’s more balanced and a more equal gender distribution or appeal makes sense, but the headline failures we’ve seen the last few years are not those genres.
Edit - honestly it’s business 101 stuff that has been sacrificed on the altar of DEI initiatives, and now is quite predictably slapping companies in the face.