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The following graphs illustrate electronic gaming trends in South Korea in 2006. The first outlines gamer age groups and gender demographics. The second indicates game type preference.

Sep 29, 2021 / Academic / 5:22 pm

You should spend about 20 minutes on this task.

The following graphs illustrate electronic gaming trends in South Korea in 2006. The first outlines gamer age groups and gender demographics. The second indicates game type preference. Summarise the information by selecting and reporting the main features and make comparisons where relevant.

Write at least 150 words.

Information on the electronic gaming trends divided by age and gender, along with the type of the game they preferred in South Korea in 2006 is depicted in the given charts.

Overall, it is clear that most gamers were from the early adulthood age and males dominated the total share of gamers. It is also seen that role playing games were the most popular in the year.

As per the first chart, up to the age of 29, the preference to electronic games is seen advancing as the age progressed. In case of males gamers under 20, both males and females under 12 who played these games accounted for almost 10% and 5% respectively, whereas in case of 13-19 age group, the rate was almost its double. The highest proportion of gamers was from the age group: 20-29. When nearly 35% of men played e-games from this group, the share of women was exactly 10. When just 2% of females over 30 played e-games, the rate of their counterparts just crossed 10.

Turning to the popular games, role playing stood at the top with nearly half of the gamers involved. It is to be noted that the rates of those who were interested in other games (action, strategy/turn, simulation and other) did not go above 20.