From the small GameStop and BestBuy sample their reasons were...
This goes back to what I'm questioning:
"A) The interface is somewhat confusing."
Is this the same as C, and is this confusing to females more than males?
Without controlling for expertise and social trends, we can't determine if there are more confused females as a general trend or if there are disparities in the backgrounds of the potential customers.
"B) Live (especially the males) don't respect females during MP or social interaction play."
While I'm sure this is true, I don't think this is the Xbox One's fault.
It actually hints at underlying social dynamics, like a stronger ratio male-dominated hardcore market for the Xbox One, at least at the higher price bracket it occupies.
Is the market of hardcore Xbox fans willing to shell out 500 dollars at this point in time anywhere near equal in gender ratio?
I doubt it is, for various reasons not related to the Xbox One.
" C) Kinect setup/configuration is to hard and not female friendly. "
But this is where I don't get the term, other than it's really easy to just say something that sounds like an explanation.
The Xbox One, in part due to Kinect, actually tries to do the things that were listed that were female friendly.
On the other hand, the PS4 does less but in a way I'd say is more female-unfriendly if I use the description given earlier.
Being less of a pain in the ass is a benefit that can cross gender lines.
Anecdotally, I can think of a male family member that was put off by Kinect and the price enough to switch platforms.
If Microsoft's most enthusiastic base is male-dominated, it means the likely customer base at this time that is willing to go through extra inconvenience is male-dominated.