The provided pie charts present the proportion of Korean video games based on gender, age, and top types games in 2003. Overall, we may look a big gap happened in sex categories.
Starting from age categories, more than two-five Korean Residents from 18-35 years had a intention in video games by 2003. This was followed by less than 18 years with only 35%. Adult people who more than 35 years only made 23% which is the least number from all age categories.
From Gender types, Video game despicted the largest number with account for more than half for men players. On the other hand, it just made less than one-third for female players in Korea.
Action games become the most popular genre with contribution for 42%. Then, sports had been choose by 21% citizens, continued by racing with 17% voters. We can see that education, role-play, and Best-selling Electronic Games had been opted just below 10%.
