A survey conducted jointly by the portal GamesRadar+ and YouGov found that women in the video game sector still face significant barriers: in the US and UK, 48% of women who play on PC and consoles stated that the gaming community and culture do not accept them or reflect their interests. The study was conducted in July 2026 with 2,161 participants and served as the basis for the new G+RLS podcast launched by the portal's team.
These figures become even more illustrative when analyzing the data in detail. Among console players, the proportion of women who feel they do not belong to the community rises to 53%. Meanwhile, among women who play competitive shooters—a genre historically associated with a more hostile online atmosphere—this figure reaches 56%.
The survey also examined overall player behavior, not just that of women. The results showed that 19% of respondents use neutral avatars in online spaces, and 22% restrict voice chat to closed groups consisting of verified friends. Another 19% avoid voice communication entirely. The picture presented suggests that the need to hide one's identity online is not an experience unique to women; it is a more widespread phenomenon within the gaming community.
Another interesting finding from the study concerns the self-identification of the gaming audience: only 46% of surveyed players identify as "gamers." At the same time, 60% of the same group stated that they openly discuss their love for video games with friends, colleagues, and even people they have just met. Thus, there is a clear disconnect between genuinely enjoying games and accepting the label of "gamer."According to data from the Entertainment Software Association (ESA), women account for approximately 48% of the global gaming audience, while men account for 51%. This survey, prepared for the "Global Power of Play 2025" report, covered 24,216 active players from 21 countries.
Over the past few decades, the relationship between women and the gaming industry and community has undergone significant changes. Although women make up a large portion of the video game audience, survey results and feedback from female players themselves still indicate that the gaming environment is unwelcoming, especially in competitive games and online communication.This situation also reflects the transformation of the gaming community itself. With the development of multiplayer online games, voice chat, and streaming platforms, player identities have become more public and subject to public scrutiny. While these innovations have fostered community cohesion, they have also created new opportunities for toxic behavior and bullying.
The results of the research conducted by GamesRadar+ and YouGov allow for an assessment of the scale of this issue as of 2026. The fact that more than half of women playing on consoles or in competitive shooters do not feel their interests are represented or that they are welcome in the gaming community indicates that the growth of the female audience in the market has not been accompanied by corresponding changes in the community culture itself.

