Some people here have half an idea of what the real deal is.
Some of those people have rightly remarked that the content providers of the industry are responding to the demand–or what they imagine to be a demand–for games that feature predominantly male heroes in scenarios primarily designed to appeal to young men. However, most of the people saying this are saying so as if they’re solving the problem, when all they’re really doing is describing one of its symptoms. Ironically, in doing so, they backhandedly acknowledge that there is a problem, which brings them at least that far into agreement with the girl in the video.
The video girl is highlighting elements of games that can be described as sexist or otherwise exclusionary to women. Again, observing symptoms rather than solving the problem.
So what is the problem?
In my view, video games have escaped the niche they once occupied. It is fair to argue that they are now one of the major mainstream forms of entertainment. There is no longer a good reason to expect that their appeal should be exclusive to a certain demographic, let alone exclusive along gender lines. This is one of a bajillion cases in which society has moved forward and the major media companies have lagged behind.
The problem is not so much that the content companies are giving the majority of consumers what they want at the exclusion of the minority, but that the people in charge of the companies are clinging to these ancient, ossified ideas about what consumers want and of who makes up the majority. The insistence that things haven’t changed or shouldn’t change is holding the entire medium back. For further reference, see the mainstream comics industry, the mainstream music industry, hell, even the mainstream movie industry. The attempts to cater almost exclusively to the tastes of an imaginary teen/20-something male who wants the same shooter or football game over and over again is hurting us all.
There is no question that the industry’s content providers cater disproportionately to the same demographic they’ve been catering to since the beginning. The question is whether or not that’s still for good reason, in an age when everybody and their parents are interested in video games.
I realize I haven’t posed a solution, but if I were to try, it would involve a shakeup of the major companies, infusions of new blood–certainly new blood of a variety of people from different walks of life–and perhaps even poaching young, up-and-coming creative talent from other entertainment media.