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The gaming sector's male-dominated nature is widely recognized. As Tracey Lien detailed in her essay "No girls allowed," the industry's masculine slant originated from early commercial strategies. During the 1970s, promotions segmented audiences by hardware: arcade machines targeted bar patrons, while home systems focused on households. Following the 1980s market collapse, Nintendo resuscitated the industry by rebranding its NES console as a children's plaything—specifically for boys. As original Game Boy users aged, marketing evolved accordingly, soon concentrating on adolescent males through violent content and sexualized female characters (exemplified by Tomb Raider).

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