There are even studies indicating girls will delve into serious gaming under the right conditions. In 2003, Gareth Schott and Siobhan Thomas of the University of London decided to investigate how young people react to videogaming. They went into high school classrooms with GameBoy Advance SPs in hand and set them in front of 14- and 15-year-old kids. The boys immediately identified them, rushed over and dominated. The girls sat back and let them.
They tried the same experiment in classes with only girls. Without the boys to push them out the way, and once the Schott and Thomas explained the devices weren’t some sort of makeup case (no, really), the girls mostly recognized Mario onscreen, but would predominantly declare, “Oh, I can’t do these things.”
Prompted to continue, Schott and Thomas found that after a few minutes, they couldn’t get the girls to stop playing. This transition led the researchers to conclude that there was some sort of “permission” barrier between girls and gaming.
Could the same “permission barrier” lie between interested women and superhero comics?