The pie charts illustrate players of electronic games in terms of age, genders and kinds of games they like in South Korea in through the year 2003.
It is clear that electronic games were popular among young people in Korea. It is also noted that the figure for the amount of people who were keen on action games was the highest in many different kinds of games in 2003.
To begin with, the percentage of Korean gamers under 18 years old accounted for 39%, which was just 1% higher than those between 18 and 36 years old and 16% more than those over 36 years old. Obviously, the major gender of gamers was male. The proportion of male players comprised 72%, which was three times as high as the percentage of female players.
The percentage of people who enjoyed playing action games was 43%, while the figures for sports games players and racing games players were lower, at 20% and 17% respectively. Additionally, the proportion of education games players made up 7%, which was the same to the percentage of role – playing gamers, whereas the proportion of other gamers was 6%.
The pie charts illustrate
players
of electronic
games
in terms of age, genders and kinds of
games
they like in South Korea in through the
year
2003.
It is
clear
that electronic
games
were popular among young
people
in Korea. It is
also
noted that the figure for the amount of
people
who were keen on action
games
was the highest in
many
different
kinds of
games
in 2003.
To
begin
with, the
percentage
of Korean gamers under 18 years
old
accounted for 39%, which was
just
1% higher than those between 18 and 36 years
old
and 16% more than those over 36 years
old
.
Obviously
, the major gender of gamers was male. The proportion of male
players
comprised 72%, which was three times as high as the
percentage
of female players.
The
percentage
of
people
who enjoyed playing action
games
was 43%, while the figures for sports
games
players
and racing
games
players
were lower, at 20% and 17%
respectively
.
Additionally
, the proportion of education
games
players
made up 7%, which was the same to the
percentage
of
role – playing
gamers, whereas the proportion of other gamers was 6%.