As an academic who is specialized in this topic, I can tell you that these articles are inaccurate and demonstrate an ethnocentric bias, as well as other biases. I can also tell you that this is quite typical of Western media and even some scholarship.
Girls play games, girls have always played games, nothing new here. I grew up playing games with girls, I worked with women managing family amusemant centers during the early to mid 1990s, I learned programming from women in the early to mid 1980s, and I worked with senior female technical programmers and personnel during year 2000 work. Were they the majority? It all depended on context. In some cases, they were, and in others, they were not. However, this leads to a much more important point.
Physical six (not gender, which is psychological not physical) is not a set of binary, dichotomous categories of "male" or "female" but rather a continuous spectrum of choices, including all intersixed and transgendered individuals of many kinds all along the spectrum. For example, how would you define "male" or "female"? What do you mean when using such terms? Do you really mean "masculine" or "feminine" and, if you do, how do you define those terms, as such concepts change with culture and time and are socially constructed in the first place?
American superhero stories never interested me, although I enjoy watching some of the movies in order to study and anolyze the special effects and other elements. The typical military FPS from American game developers doesn't interest me, either, although I will sometimes check such products out for similar academic reasons. The same is true for the Western market's focus on so-called "photorealistic" character aesthetics, including Bethesda's games. There is a reason why the East Asian modders who recreate hair, faces, and bodies are some of the most popular modders for Bethesda's products, and the reason is because there are many people all over the world who do not like the Western artistic approach but prefer the East Asian approach. This is also the case for popular mods that put characters such as Hatsune Miku into games like Valve's Half-Life 2 and Left 4 Dead as skin replacers for in-game characters, or even for Japanese games that use "photorealistic" characters such as Biohazard/Resident Evil 4. The same observation applies for why Japanese games dominated the industry for over two decades and why East Asian characters and entertainment is followed by people around the world from very different cultures and very different physical appearances.
In other words, claims that there is an effort to exclude women are false, or at least that such a viewpoint misses the actual point entirely. I do not identify as or empathize with the typical "photorealistic" characters we so often see in Western market products, nor does the action, real-time focus of such products tend to appeal to me. I spend a ton of time anolyzing such products, and I support companies like Bethesda because their products offer other important pedagogical values, but the consumer side of it is nonexistent as far as appealing to me as a consumer. In contrast, when I went to Akihabara in fall 2000, most of the products I saw and heard appealed to me (but I could never afford all of the ones I wanted nor have the time to play/watch/read them all). As an example from America, Roberta Williams did not design her adventure games at Sierra Online in order to appeal to female players. She simply made games that interested her, and many people enjoyed them without any regard for their own physical sixual identity or hers.
Unfortunately, the Japanese game makers tend to focus on console systems, and the choices of offerings for Western markets tends to be products that follow typical "photorealistic" action, real-time based trends while ignoring the fact that an awful lot of people prefer playing on PC or PC-related platforms and would very much appreciate having excellent Japanese (and other East Asian) games with beautiful or cute characters who can actually be related to and empathized with on such platforms. Market pressures are beginning to introduce some changes in this regard, so we will see if more companies begin offering their excellent console titles on PC as well as PC-only titles being offered via mainstream services (e.g., Valve's Steam platform is perfect for East Asian adventures and visual novels, and such games are excellent for PC as well as mobile platforms). The same pressures are forcing open East Asian markets that had long banned Japanese console systems and/or had neglected other global markets for their products.
As an aside, the number of female college graduates in STEM fields, including computer science and programming, has dropped drastically only during the past 10-15 years. The figures used to be much higher for female computer science and programming graduates back during the 1980s and 1990s. As far as creating games or other forms of software products is concerned, no one knows why this drop has occurred and there have been many efforts (and billions of US $$$) to reverse it. However, it continues to be perceived as an issue. The real issue, in my view, is the psychology and personal preferences of people, not their physical sixual identity.