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Follow the Money

Where a market is underfed, there is only money to gain. Gaiser says the publishers will get on board when they calculate the numbers. "We're 51 percent of the population. If they put their money on listening to [our] preferences," she adds, "they'd double their revenue."

With over $7.3 billion in revenue expected for next years computer and video game sales, why would game makers hesitate to pursue the female segment of the population? Unfortunately, Gaiser says, "The gaming industry is just like Hollywood in that it's risk adverse. In the early stages, what do they do? Sex and violence: that sells."

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