You can be a video game shaker, or whatever you want to call yourself.
And you can also be a girl who plays video games.
It’s the new trend in the industry, which is that women are taking over the industry.
This year, women made up 41 percent of the world’s video game players, according to industry tracker The Game Awards.
The number of women in game development and design rose to 14 percent last year, according the Anita Borg Institute for Women’s Media and Entertainment at the University of Pennsylvania.
And according to the Entertainment Software Association, the number of female game developers has been growing by 20 percent over the last five years.
(In terms of the industry’s demographics, a new Pew Research Center report found that the number is at an all-time high.)
The rise in women in video games comes as many people, including the women who have been playing video games for years, are still figuring out how to navigate the world of the medium.
That’s why, according, the new industry trend is called “the new girl game.”
In fact, the word “girl” itself is used as a catch-all term for a woman who is looking to join a male-dominated industry, says Katie McBride, a co-founder of Feminist Frequency, a feminist video game research and education organization.
“There’s so many different ways for girls to be interested in video gaming,” McBride says.
“The fact that they are making a new kind of game is actually really exciting.
The fact that you are not being forced into a man-dominated field is really exciting, too.”
The new girl games tend to be “a bit more focused on social commentary, a bit more about being in a group, and a bit less about killing things.”
And they tend to cater to the female audience that’s already invested in video game culture.
The newest game in the genre, “Saw,” which is available on Steam, is a multiplayer shooter.
(That’s why it’s called “SAW.”
You can also buy it on Xbox Live.)
The game follows an unnamed female player in the year 2021 as she struggles to survive in an unknown city overrun by a giant, sentient robot.
She can also play as a male protagonist, called Jacob.
But the player’s main goal is to survive as long as possible.
The game has garnered attention because of its social commentary.
A message board thread for “Saved by the Bell” fans has gone viral with comments like, “You’ve got to be kidding me!
You are such a woman,” and “Your body looks like a fucking panda bear.”
Some of the comments have also referenced other games that feature female protagonists.
In another game called “Shadows of the City,” players are given the option to play as characters called “Nymphs” and can choose from a variety of male and female characters.
These games also have been criticized for using stereotypical images of women, including images of them with large breasts.
“It’s not really the kind of video game we’re interested in seeing that is about women,” McBrea says.
The new games aren’t just for girls.
They’re also aimed at older women, who are more likely to have gaming-related interests, according an industry study published by The New York Times earlier this year.
“A lot of people [who are gamers] are also women, but for some reason that’s not being represented in gaming,” says McBride.
McBride thinks the trend has been fueled by two things: A growing gender gap in gaming, and the changing way people are communicating with each other online.
When people say, “I’m a gamer,” they are not just saying they like to play games.
They are also talking about their own interests, McBride explains.
“We’ve seen people who play video games have this social distance and social isolation and feel like they’re not a part of gaming anymore,” she says.
She believes this is a problem for women who want to become part of the gaming community.
“What they’re trying to say is, ‘Hey, I can be part of a community, but I’m not part of an exclusive club, and I’m still not a real gamer,'” McBride adds.
The idea is that as a person, you have to be part and parcel of a group.
If you want that social distance, you need to play more games, McBream says.
In order to become a part and part of something, she says, you will need to start doing more of the things that make games fun to play.
“You’re not going to find any more time for that,” Mcbrea says, “because the way people interact online is changing.”
But that social isolation isn’t necessarily bad for the industry as a whole.
The New England Institute for Public Policy and Research says the gaming industry’s popularity, which reached $15.4 billion last year