If it were merely a matter of high demand without supply, basic economic theory tells us that games for girls would have been produced a long time ago. The reality is that a number of factors, some of them market related but many of them social, perpetuate the gender gap in electronic entertainment. Home environment is a large contributor to the problem. The girls who did have access in the home were less likely to utilize that opportunity. Perhaps if the girls had access to something fun or useful to do on the computer, they would be more likely to use it.
Inequities also exist in the qualitative as well as the quantitative use of technologies.
Within the home, the males are more likely to make decisions regarding the computer, such as which one to buy, and are likely to feel responsible for bringing it into the home. Even software bought for female children is likely to be chosen by brothers and fathers, and not by the girls themselves or the mothers . The actual consumer market for games for girls, then, may be fathers and brothers, and not the girls themselves. Since girls are frequently not choosing which games they play, producers cannot easily market games for them. If brothers choose the games, the product must appeal more to the boys than to the girls.