The bar charts depict on the trends of e-games in South Korea in 2006. The first chart provides information the demographic composition of respondents based on gender and age categories , expressed in percentages. The second illustrates type of game preferences.
Overall, it can be easily noticed that , among males, interest in video games tended to rise at younger ages; however, beyond the age of 30, there was a significant decline. Role-playing video games were preffered by a larger proportion of people compared to other types of video games.
Intially, males younger than 12 years old showed relatively low interest in e-games, just under 10%. However , from the age of 13 , during adolescence, their interest increased gradually. The figure peaked at approximately 35% among those ages 20-29. Beyond the age of 30 , their preferences declined sharply , falling to just over 10%.
Secondly, role-playing games reached the highest proportion, at nearly 50%. Stimulation, strategy and action games accounted for between 10% and 20%. However, other types of games were not preffered by respondents.
