Do you have a budget for market analysis consulting? No, so unfortunately I didn't keep an access to the reports on which we only track progression (which they aren't much of).
The OP is an unsubstantiated interpretation of a survey that doesn't match the actual studies numbers, but finding copies of those studies is your job, it takes time and you have to cross-correlate, check or infer data to have a better purview of the market.
All in all, "no, there's not 87% of gen-Z nor 80% of gen-X people who play video games when a gamified app or "having tried a game once" is counted as playing video game, the same goes for 41% of them being women which is false for the same reasons."
As explained above, this is a survey of which the dataset has not been communicated but it doesn't match actual studies, or rather the definition of the data. There is indeed 41% of women who play "video games" because in recent studies, game likes candy crush or trying game has been conflated as playing console/pc/mobile games, but the attitudes, products, investments are totally different between the two genders (which is just conditioned of course, but it is what it is).