If the selection at the average retailer is anything to go by, girls don't play video games. If cultural stereotypes are anything to go by, video games are for males. They're the makers, the buyers and the players.
There is often truth to stereotypes. But whatever truth there may be, the stereotype does not show the long and complicated path taken to formulate it, spread it and have it come back to shape societal views.
The stereotype, for example, does not explain why "girls don't play video games." It does not reveal who or what is responsible for it. It does not explain how an industry that started with games like Pong (1972) or the first computer version of Tic-Tac-Toe (1959) came to be responsible for a medium that, for most of its history, hasn't had even an aisle's worth of games for Maida.
Toy aisles are explicit in their gender divide. Clear signage indicates which toys are for boys, and which are for girls. In the video game section, there is little overt exclusion. It's a slower molding of our expectations over time.