Video games in the early twenty-first century face a deep contradiction. On the one hand, the spread of casual, social, and mobile games has led researchers, journalists, and players to believe that video gaming is opening up to previously marginalized audiences, especially women. At the same time, game culture has seen significant incidents of sexism and misogyny. The introduction outlines this contradiction and lays out the book’s key questions. First, how and why do these contradictory narratives coexist? Second, what impact does this have on marginalized game audiences, specifically women, as they try to enter game culture and spaces? And finally, what are the impacts of this struggle, and what can be learned from women’s strategies for managing their presence in a masculinized, often exclusionary space? The chapter also addresses the main theoretical concepts that undergird the book’s argument, including gender, hegemony, and feminism/postfeminism.