It's just that the way you wrote it sounded like it was an attack on males.
Another thing to bring up is why video games have traditionally been a male thing, even when games were made for supposedly girly things (like Barbies). Part of has to do with what males tend to be interested in as compared to what females tend to be interested in. There was a study done by some college (I can't link you to it; I went over the 3rd party article quite briefly) that recorded the language used by men and women (in the US, I think) and compared the two sets. Men, generally, by their choice of words, seemed to focus on things and ideas, whereas women focused on people-and this is quite telling, if one hadn't already realized this from experience. Males tend to focus and care more about the ideas of things; the painter who's obsessed with his work itself, the carpenter focused on his project, the civil servant focused on equality. Females tend to focus on connecting with others-they're extremely social, frequently get into things to connect or interact with other people more than for the medium itself.
Why this is relevant to the supposed 'intrusion' of girl gamers is that video games, until recently, were pretty much all single player or hyper competitive, which tends to be more of a male thing. There wasn't much (perceived) connection to be had, and thus is just wasn't a medium that generally appealed to females. Today, though, how many games are multiplayer-or can at least be turned into a social connection via conventions, videos and the internet? Quite a few, meaning that they're becoming more appealing to females (again, in general). This can also lead, though, to a loss of the very setting or style that the males who popularized and have quite loyal thus far (and have made a safe haven of/in) these mediums, which, from their point of view, is a bit like stealing land from an already poor neighbor.
Another thing to bring up is why video games have traditionally been a male thing, even when games were made for supposedly girly things (like Barbies). Part of has to do with what males tend to be interested in as compared to what females tend to be interested in. There was a study done by some college (I can't link you to it; I went over the 3rd party article quite briefly) that recorded the language used by men and women (in the US, I think) and compared the two sets. Men, generally, by their choice of words, seemed to focus on things and ideas, whereas women focused on people-and this is quite telling, if one hadn't already realized this from experience. Males tend to focus and care more about the ideas of things; the painter who's obsessed with his work itself, the carpenter focused on his project, the civil servant focused on equality. Females tend to focus on connecting with others-they're extremely social, frequently get into things to connect or interact with other people more than for the medium itself.
Why this is relevant to the supposed 'intrusion' of girl gamers is that video games, until recently, were pretty much all single player or hyper competitive, which tends to be more of a male thing. There wasn't much (perceived) connection to be had, and thus is just wasn't a medium that generally appealed to females. Today, though, how many games are multiplayer-or can at least be turned into a social connection via conventions, videos and the internet? Quite a few, meaning that they're becoming more appealing to females (again, in general). This can also lead, though, to a loss of the very setting or style that the males who popularized and have quite loyal thus far (and have made a safe haven of/in) these mediums, which, from their point of view, is a bit like stealing land from an already poor neighbor.