The given graphs depict the trends of electronic gaming in South Korea in 2006. The first graph compares the percentage of total gamers on the basis of their age groups and gender. The second represents the order of popularity of games among their users measured in the terms of percentages.
Overall, the electronic gaming was more famous among males than females over all the age groups. Apart from that, role playing games was played more often than other games among all the gamers.
To begin, more than two-fifths of gamers belong to the age group of 20-29 years which constitutes one-third males and one-tenth females. The second place was taken by gamers (28%) made up around one-fifth males and one-tenth females from the age group 13-19 years. Thirdly, just over one-tenth of gamers were aged more than 30 years (men 11% and females 2%). Lastly, gamers younger than 12 years of age comprise just less than a fifth of total gamers.
Meanwhile, around half of the gamers entertained themselves by role playing games followed by action (21%), strategy/turn (19%), simulation (11%) and other games (1%) in the decreasing order.
The
given
graphs depict the trends of electronic gaming in South Korea in 2006. The
first
graph compares the percentage of total gamers on the basis of their
age
groups
and gender.
The
second represents the order of popularity of
games
among their users measured in the terms of percentages.
Overall
, the electronic gaming was more
famous
among males than
females
over all the
age
groups
. Apart from that,
role playing
games
was played
more
often
than other
games
among all the gamers.
To
begin
, more than two-fifths of gamers belong to the
age
group
of 20-29 years which constitutes one-third males and one-tenth
females
. The second place
was taken
by gamers (28%) made up around one-fifth males and one-tenth
females
from the
age
group
13-19 years.
Thirdly
,
just
over one-tenth of gamers
were
aged more than 30 years (
men
11% and
females
2%).
Lastly
, gamers younger than 12 years of
age
comprise
just
less than a fifth of total gamers.
Meanwhile, around half of the gamers entertained themselves by
role playing
games
followed by action (21%), strategy/turn (19%), simulation (11%) and other
games
(1%) in the decreasing order.