The pie charts depict the data on the age and gender of the users playing electronic games and the type of electronic games played by the users in Korea in 2003.
From an overall perspective, most Korean players were male and had the age from 18 to 35 years old. Interestingly, action games were played most by Korean citizens in 2003.
When looking at the age of users, the number of Korean players being from 18 to 35 years old was by far the highest at 42%, followed by the statistics of Korean users having the age under 18 years old and more than 35 years old at 35% and 23%, respectively. Besides that, 72% of players was male, but only 28% was females.
Turning to the best-selling electronic games, although 42% of Korean people played action games, 6% chose other electronic games to play. Moreover, the proportion of Korean citizens playing racing game, which constituted 21%, is slightly higher than the percentage of users playing sports game, which was 17%. Interestingly, the similarities exist between the proportions of users playing role-play games and education games, where each of them made up 7%.
The pie charts depict the data on the
age
and gender of the
users
playing
electronic
games
and the type of
electronic
games
played by the
users
in Korea in 2003.
From an
overall
perspective, most Korean players were male and had the
age
from 18 to 35 years
old
.
Interestingly
, action
games
were played
most by Korean citizens in 2003.
When looking at the
age
of
users
, the number of Korean players being from 18 to 35 years
old
was by far the highest at 42%, followed by the statistics of Korean
users
having the
age
under 18 years
old
and more than 35 years
old
at 35% and 23%,
respectively
.
Besides
that, 72% of players was male,
but
only
28% was females.
Turning to the best-selling
electronic
games
, although 42% of Korean
people
played action
games
, 6% chose other
electronic
games
to play.
Moreover
, the proportion of Korean citizens
playing
racing game, which constituted 21%, is
slightly
higher than the percentage of
users
playing
sports game, which was 17%.
Interestingly
, the similarities exist between the proportions of
users
playing
role-play
games
and education
games
, where each of them made up 7%.