They say that games are not for girls at all, especially all these "shooters" or medieval running around with a sword at the ready. Women are overly emotional, do not react so quickly, and think too much. Girls look at it differently. They believe that they grow up more quickly and take a more realistic view of life. When the boys dropped their studies and gave up 10 hours of play, the girls took exams and rv diplomas. When the guys stormed the first tournaments, the girls started to build their personal lives and thought about a happy family future.

Female eSports is the cat of the Schrodinger industry. He was stuck between growth and non-existence and survives at the expense of separate disciplines, although at the beginning of the decade he was almost the leading trend. Each major organization opened women's teams for CS: GO and Dota 2, took their girls to the tournament and boasted of their achievements in the cybersport field. And then either the girls have matured, or the boys-spectators have become tired the same faces. Female e-sports has almost disappeared, and women in e-sports have remained.

They are few, but this is the specifics of the industry. Now, when the guys hear a female voice in the game, it all ends with either a shout "AAAA, GRILL!", Or deliberately ingratiating with an attempt to add to friends. According to the Pew Center survey, games are equally loved by men and women, but only so far it has not reached a high or professional level. Here, the girls are 10% strong, and the audience is about 15. The audience of social networking groups dedicated to e-sports is 95% men of different ages. Approximately the same ratio holding inside the industry: 9 male commentators - one girl, and some disciplines do not do without female supervision at all.

Female Extreme

The girl's way in e-sports is not much different from the male. Someone watches the games of older sisters and brothers, someone gets acquainted with the computer on their own. For Maria Gunina, Starladder's commentator, the games have become one of the alternative books - a magical world in which you can plunge into the head. Mila Aliyeva, now working in the RuHub studio, started to play the argument. The majority of cybersported ladies unites all - all of them 5-7 years ago have passed the ways of becoming a female e-sports and performed in those most stellar compositions Na'Vi, Virtus.pro, M5 and others.

Only then someone did not see the prospects for development, but someone upset the financial component:

"Female e-sports did not develop, and I realized that I could not earn it for living, and training time was very much wasted," Yana told "b2ru" Khimchenko, journalist Natus Vincere.