The pie charts below illustrate some common data about electronic games players' age, gender and some kinds of best-selling games in South Korea through the year 2003.
Looking at the detail, nearly half of all Korean gamers were around 20 to 29 years old. However, the percentages of under 12 years old electronic game plays were also noticeable high with 10%. The last age group was over 35 years old, which just accounted for 15% (10%male and 5%female) of players. The proportions of male gamers were significantly outnumbered compared with the other gender (35% and 10% respectively ). 13-19 age group being the second hight, on the whole, they contribute nearly 25%.
According to the second graph, a considerable amounts of South Korean game players enjoyed playing role-play games (48%). The second most noticeable was the percentages of action game players which reached 20%. The strategy/turn games were the third best-selling game type in Korea which accounted for 15%. Simulation game was the second least game it contributed nearly 10%. The amount of other unmentioned games were the least.
Overall, it is vivid that boys were more interested in South Korean electronic games compared to girls.
The pie charts below illustrate
some
common data about electronic
games
players' age, gender and
some
kinds of best-selling
games
in South Korea through the
year
2003.
Looking at the detail,
nearly
half of all Korean gamers were around 20 to 29 years
old
.
However
, the percentages of under 12 years
old
electronic game plays were
also
noticeable high with 10%. The last age group was over 35 years
old
, which
just
accounted for 15% (10%male and 5%female) of players. The proportions of male gamers were
significantly
outnumbered compared with the other gender (35% and 10%
respectively
)
. 13-19 age group being the second
hight
,
on the whole
, they contribute
nearly
25%.
According to the second graph, a considerable
amounts
of South Korean game players enjoyed playing role-play
games
(48%). The second most noticeable was the percentages of action game players which reached 20%. The strategy/turn
games
were the third best-selling game type in Korea which accounted for 15%. Simulation game was the second least game it contributed
nearly
10%. The amount of other unmentioned
games
were the least.
Overall
, it is vivid that boys were more interested in South Korean electronic
games
compared to girls.