My bad, especially given the initial point. I meant eliminate the demographic from its predominant spot in gaming culture. Not wholesale elimination of young men!
As long as we’re looking at a culture where there are safe spaces, and not a culture where there are some isolated unsafe spaces, gaming will be considered unfriendly to women. If we look at a city, and in general we feel that it is unsafe for women to walk alone except for here and here, that city is generally considered a failure. We do accept there’s some odd spots here or there that are unsafe without writing off the whole city.
The fundamental trouble is that gaming was considered one of boy’s safe spaces where they could be unfit company for man or beast. I spent much of my youth playing D&D, and if I would never have inflicted the rank abuse saddled upon young women now, I would certainly have not been particularly friendly to idea of introducing girls into my gaming group. (Hell, I was immature enough to be somewhat non-plussed when it occurred years later in university…)
My wife played WoW for some time, and became “guild Mom” to a raiding guild. Yes, she civilized the guild, and many of the players both young and old were thankful for it. Players who couldn’t handle the idea that they weren’t escaping adult supervision tended to be disinvited by the guild master, who also appreciated the effect of her presence. However, it was an enormous amount of work - essentially “in loco parentis” to 30-40 young men.
That’s not going to be reproduced on a wide-spread basis.
Part of the reason for my post is to point out that there is no easy solution. Increased awareness and draconian enforcement policies may work, but if the gaming economy is based around $100 million dollar social games, then you must have the millions of customers, which includes the millions of (temporarily) socially maladjusted young men. You are selling them the space where it’s safe for them to enjoy the adrenaline rush (along with the discarding of social constraints that go with it) of violent games.
We all want safe spaces where we don’t have to conform to every social norm. Gaming communities were it for many young men, but now that the Internet has combined their influence and voice together, the real estate of their club house has become far too valuable to be allowed to be “boys only”. D&D was insignificant. No one (outside of a few evangelicals) cared. But gaming made the “mistake” of going mainstream, and the very success has also ensured that it must conform to social norms, eventually. The fact that that will eliminate much of its economic and cultural power, is simply a side-effect.