Plenty of wildly successful mass market products from videogames to deodorant are marketed specifically to men, some always have been -- there are a few billion men after all. There's no reason women necessarily have to buy a product for it to be either successful or viable, and vice versa, products solely for women can also be a huge success.
VR will get better; focusing on women who are far less likely to spend thousands of dollars on a hardcore gaming setup is not sane. I know a guy who bought, successively, a PS3, a high-end PC, and a PS4... and a copy of GTAV for each. How many women spend that kind of money gaming? Who is the average customer for a racing wheel, a flight yoke, a VR headset, an arcade fight stick, a set of 3 curved LCDs, etc?
Your argument is an appeal to prevailing politics and emotion, not market logic and economics.
Irrelevant. If candy crush isn't selling VR headsets or expensive systems capable of playing VR games, it doesn't matter if 100% of women are playing it 24 hours a day. It's irrelevant.
The only relevant thing is how do women fit into the VR market and do they constitute enough of an opportunity to divert resources from the hardcore game dev program to female biological ergonomics (i.e. addressing the motion sickness, instead of the small game library).
If you want to sell another 5 million VR headsets, the sole relevant question is, what is the most effective way to achieve that? Is it
1] making more & better games
or
2] making VR more female-friendly
the answer is 1, apparently. Billion dollar companies spend time researching these things before pulling the trigger.
The definition of gaming in that study was pretty shoddy, if i remember correctly. It wasn't the type of gaming that would also get people into buying high end pcs and vr headsets.
VR will get better; focusing on women who are far less likely to spend thousands of dollars on a hardcore gaming setup is not sane. I know a guy who bought, successively, a PS3, a high-end PC, and a PS4... and a copy of GTAV for each. How many women spend that kind of money gaming? Who is the average customer for a racing wheel, a flight yoke, a VR headset, an arcade fight stick, a set of 3 curved LCDs, etc?
Your argument is an appeal to prevailing politics and emotion, not market logic and economics.