As Jesse Schell suggests in The Art of Game Design: A Book of Lenses, five main interests for males and for females are listed. The text mentions that men enjoy games that evoke more mastery, competition, destruction, spatial puzzles, and trial and error. Without any kind of relevant purpose, females do not seem to prove as much interest in mastery. Females are also not as competitive and sometimes puzzles become to frustrating to them.
As a result, Schell notes that females learn towards the experience of emotion and social discovery that they often apply to real world situations. He mentions that females like to see emotion, real world, nurturing, dialog and verbal puzzles, and learning by example.
"There is certainly no difinitive master list of what each gender prefers. The important thing is that you realize that there are some important differences, and that you carefully consider whether your game has the right features to delight the audience you are designing for." Jesse Schell
Girls like to explore their emotions therough gaming and tend to lean towards meaningful entertainment. Schell notes watching children play certain games when they are young. Females will often play as real world characters such as nurse, pop star, etc. whereas boys will convince themselves that they're the Spidermans of their time. The Sims game series have a great amount of female players than male because of the real life situations, social interactions between characters of the "real world."
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"The percentage of women playing games has steadily increased over the past decade. Women now slightly outnumber men playing Web-based games. Spurred by the belief that games were an important gateway into other kinds of digital literacy, efforts were made in the mid-90s to build games that appealed to girls." Henry Jenkins, The Video Game Revolution
One may also note that sometimes females are not as competitive because of our natural nurturing tendencies to a point when we will sometimes sacrifice ourselves for another player instead of concentrate on winning. Notice that many females also enjoy learning by the examples in tutorials that are presented within video games.
"As digital technology has evolved to the point that videogames can now support emotional character portrayals, richer stories, and the opportunity to play against real people while talking to them, the female audience for videogames has been commensurately growing." Jesse Schell
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In her game Evoke, two women protagonists are immensely different from the typical portrayal of females in games. The girls are heroes globally travelling to help solve problems such as diseases. The women actually have careers. The struggle she faces much like the struggles presented in action games. She is also South African which is not traditionally shown throughout games. McGonigal's design works in the narratives and stories of various real life issues that women and girls face today.
McGonigal is a designer of alternate reality games, in which your virtual world gaming can be applied to reality. McGonigal acts on the synergetic side of games while aiming to relieve world issues like poverty and starvation. Hence, a game gives players an issue, and the players come up with strategies to solve that issue.