Just for a point of law:
I
HAVE seen Tampon commercials on TNT. Apparently I watch it more than BMF does.
As far as more women watching Lifetime than wrestling, I'm sure that's true. But I also know that more women watch E.R. than either. A certain subset demographic of the female population tends to enjoy Lifetime's programming, but that's hardly relevant to the discussion at hand.
I have never had less than one female gamer in my group. I encouraged female gamers in high school, and I encourage them now. I agree with a large assessment of Ashtal's viewpoint.
The discussion has become sidetracked with an assumption that women, by and large, will not play roleplaying games. I agree that D&D, a particular roleplaying game, will generally appeal more to males. Because of how they enter the hobby. Children roleplay routinely. Adults do it as a part of therapy, as sexual entertainment or for public performance. Do it according to a script, we call it acting. Do it with a ruleset, and it's not that much different. My older brother isn't a role-player...but that has nothing to do with his gender...it has to do a variety of other factors. When I was in high school, lo those many years ago, the only way we managed to get a D&D club as part of the extra-curricular schedule was to make it a 'Table-games club'. (side note: the poor advocate teacher thought we'd be playing chess and risk, not D&D, V&V and Starfleet Battles

) Why has it taken so long for female gamers to join? We've already addressed that. Gamers in general still have little acceptance (but they've gotten a lot more since 1982), and female gamers even less so. Most D&D players in 1980
didn't even think to ask their sisters, girlfriends or female classmates to join.
The real discussion should be: how do we not let the would-be female gamers (and, IMHO, ALL would-be gamers) slip through our fingers? As Arcady says, gaming is a social disease. And games like D&D, in particular, work best with mentors. The only other way is for a self-starter to gather a group around and create the player-base manually.
A discussion of the relative propensity to violence amongst men and women is irrelevant, IMHO. I'm not an axe murderer, but I commit horrible attrocities as a GM. My players have never killed anyone (to my knowledge, at least

), but their characters routinely mete out 'rough justice' whenever necessary against the forces of evil. The individual player's preferences are only important insofar as their ability to get entertainment for an available game.