I like articles like this http://bit.ly/1tDqoj1 but I really wish they would give specifics. Is there any data on the gender breakdown of specific titles? I've seen numbers like, 90% of DOTA players are male, but I think for information like this to be any real use, we need to look at it on a genre by genre basis. Ignoring specific demographic information in favour of broadstroking doesn't really help the discussion.
Facebook games are certainly games, though they are in general marketed and targeted towards different kinds of people than core titles are. What do we mean specifically by "Women are the largest gaming demographic for PC Roleplaying Games". What specifically are we talking about here? What is a roleplaying game by the analysts definition? Are we talking about traditional cRPGs, action RPGs? Are we treating things like dating-sims are roleplaying games (which many of them technically are)?

I love data, I love pouring through it, I find it frustrating when it is so vague and obfuscated. For instance, why bundle together the idea of "MMO players" and "digital console gamers" (what is a digital console by the way) into the same statistic? Console isn't a genre. MMOs certainly are, so why stick them in the same bucket? Obviously, a more diverse audience gaming is great, but I'd like to know what specific kinds of people are playing, so we can analyse why that is. That could be vitally important for creating gateway games to other genres, or in deciding which mechanics to borrow. It could determine entirely new business models.

I remember "converting" my mother from Facebook titles to more traditional videogames. I started by using Puzzle Quest and Professor Layton to do it. Puzzle Quest has much in common with Facebook match-3 titles, but it adds layers of interesting complexities and cool progression mechanics. Long story short, my mother is far better at Puzzle Quest than I am now. Professor Layton contains many of the same logic puzzles you'd find in books or in shallow online titles, but does a great job of tying them altogether in a compelling narrative. It does a great job of contextualising what is otherwise a strictly mechanical experience. Now my mother plays things like Might and Magic: Clash of Heroes and Monument Valley. There is so much useful data that could be gathered by knowing specific information about the game preferences of different demographics and then trying to figure out why they play them. I think it does a disservice to the discussion to look at lump data and make broad assertions.