Women’s participation in the video game industry is experiencing rapid expansion, but also a period of contrasts. Today, they represent almost half of the global player base; in Mexico, they even reach 50.2% of all gamers, according to figures shared by AMD during its annual event that brings together female figures in this industry.
Something similar is happening globally. Newzoo’s Global Gamer Study 2025 revealed that female gamer participation has reached up to 48%, a figure unthinkable a decade ago.
According to Ximena Montenegro, sales manager at AMD, this expansion is partly due to the mainstreaming of gaming as a form of entertainment, moving from a niche activity to becoming part of the daily lives of different generations and profiles.
However, women’s presence remains concentrated on mobile platforms, revealing a persistent gap in access to and adoption of higher-performance technologies such as PCs and consoles.
The smartphone opens the door, but doesn’t always allow progress
The 2025 Special Report on Gaming in Mexico
Prepared by the Federal Telecommunications Institute (IFT) in collaboration with Omdia, confirms that mobile phones remain the primary entry point for female gamers, with 62% playing on mobile devices compared to 60% of men.
However, their participation decreases on higher-performance platforms, with only 28% playing on PCs compared to 42% of men, and 35% playing on consoles versus 45% of men. In other words, although women now represent almost half of gamers in Mexico, their access to more complex and competitive experiences remains limited.
“Mobile phones are the first contact with technology, not only for women, but for any user. The challenge lies in how we take the next step toward more complex experiences, such as PCs or consoles,” explains Montenegro.
PC gamers will surpass console gamers by 2028. Gaming is constantly evolving, and the convenience of consoles will eventually be overtaken by other advantages of computers, both in terms of experience and product offerings.
Cultural and social factors also play a role in this challenge, from the lack of representation of female characters to barriers such as the fear of not knowing how to play or of being judged within traditionally male-dominated communities.
Montenegro explains that another barrier is access to more powerful hardware, which implies a greater investment that ultimately limits the migration to platforms like PCs or consoles, particularly in emerging markets, where women tend to have lower incomes than men and smartphones often become the primary, and sometimes only, entry point to gaming.
“We are experiencing a crisis in terms of components, not just processors or chips, but in general. And although the goal is to democratize technology and make it accessible to everyone, there is also a business behind it, so finding that balance today is proving challenging,” Montenegro adds.
This limitation also affects how women participate within the ecosystem. Although the industry in Latin America boasts over 300 million gamers, only between 20 and 25 million women actively participate beyond the game itself, either as content creators or industry professionals, according to data shared at the forum organized by AMD.
In Mexico, for example, only 19% of gaming content creators are women. While a significant proportion of women within this group hold leadership positions, their presence remains a minority compared to men, especially in technical or high-profile roles.
Montenegro points out that while there is still a long way to go, they are seeing progress in female participation statistics, as well as more initiatives driven by companies in the sector, such as the Women in Gaming Forum organized by AMD, which in just five years has grown from a panel of six participants to more than 30 women in its most recent edition.
These kinds of spaces, she says, aim to showcase female talent and, at the same time, break down barriers to entry.
“Not all women necessarily have to be on the front line as players; there’s a whole ecosystem behind them that also needs talent,” Montenegro points out.
The next step, she says, is to ensure that women can move freely throughout the entire ecosystem: from mobile to PC, from consumption to creation, and from participation in decision-making.
“Behind those who play, there’s a whole industry where women are already involved,” Montenegro says. “The challenge now is for that presence to also be reflected in the most visible and decision-making spaces.”

Source: expansion




