>>56836549Marketing Strategy: When Pokémon launched in the late 1990s, it was initially marketed in a way that appealed more to boys, focusing on action, collecting, and battling themes, which traditionally aligned with how toys and media were advertised to young boys.
Competitive Aspects: Pokémon's battling and competitive features—like trading cards, battles, and later, competitive online play—were initially popular in communities that had more male players, which continued to shape the fandom over time.
Cultural Influence: In Japan, where Pokémon originated, there was a perception that gaming was more of a male-dominated activity. This cultural influence bled into how Pokémon and other video games were received worldwide, shaping who engaged with the franchise.
Social Expectations and Stereotypes: For a long time, gaming spaces were stereotypically viewed as “boy spaces,” and competitive gaming, in particular, was marketed more heavily to boys. These expectations can lead to girls feeling uncomfortable or unwelcome in competitive scenes, even if they're interested.
Community Dynamics: In some online and competitive spaces, girls have experienced unwelcoming or even hostile behavior. This discourages many from participating, creating a feedback loop that further tilts these spaces toward male-dominated communities.
Different Engagement Styles: While some players enjoy the competitive nature of Pokémon, others are drawn to collecting, exploring the stories, or connecting with the characters. Girls, on average, were more likely to focus on these non-competitive elements, partly due to how they were raised.