Task 1:
The graphs below demonstrate electronical gaming trends in 2006 in South Korea. The first illustrates gamers’ age and sex while the secons outlines their preferences. Units are measured in percentages.
Universally, it is clear that males who between 20 and 29 indicated the largest proportion, females over 38 showed the lowest proportion. Also, role playing games mainly prefered, differently, the reverse was true for other.
Male youngsters under 12 aproximately constituted 8% whereas female ones nearly two times less from them. Moreover, both genders aged from 13 to 19 comprised roughly 18% and about 8%, respectively. The highest figure made up by males who between 20 and 29 with virtually 35%, and women around these ages accounted for 10%. Furthermore, after age of 38 the number of total gamers declined to about 12% for men, and to nearly 2% for females.
In terms of choice, 20% of people played action games, and enthusiast of games that based on strategy and turn roughly less by 2%. Additionally, role playing and simulation games comprised 50% and 10%, respectively. Eventually, other games approximately constituted 1%.
