The first chart compares both male and female gamers in terms of age in South Korea in 2006, while the second one demonstrates the share of different types of games among all gamers. Overall, in the former chart playing various games was more popular among men and women aged 20-29. Based on the following bar graphs, “role playing” pastime activity held greater popularity, distantly followed by “action” and “strategy/turn”. Meanwhile, the less common pursuit was those from “other” category.
Focusing first on bar graphs showing age among gamers, 20-29 was the age, at which both males and females felt immersed in playing games, at roughly 35% and just 10% respectively. This was distantly followed by those aged between 13-19 comprising 18% and 8%, whilst in the the youngest group share of girls accounted for about 5% and boys made up just below 10%. The figure for adults above were low with the respective figures of 11% for men and a mere 4% for women.
Moving to the proportion of games, role imitating games held greater popularity making up 50% than action and strategy/turn, whose figures were at 20% and approximately 18%. Lastly, simulation accounted for just 10% and “other” groups at a mere 2%.
