The pie charts illustrate how many players was in electronic games in South Korea in 2003.
Looking from an overall perspective, it is readily apparent that the most of players was under 18 age, followed by male players with large proportion, reverse was true players above 36 ages and females. In contrast, actions type of game was higher than others, while education possesses the least percentage in 2003.
Looking first of all at the largest sector, the percentage of players under 18 ages comprised 39%, followed by 18-36 ages (38%). Moreover, the percentage of players above 36 ages was lower with 23%. In terms of gender of players, the rate of male players stood at 72%, which was significant higher than that of female with 44%.
The most noticeable rates in types of game players like, the figure actions and sports show 43% and 20%, represents in 2003. Furthermore, education, role-playing games and others comprised similar patterns with 7%. Finally, the rate of racing was higher than that of education 10%.
