The graphs below demonstrate electronic gaming trends in 2006 in South Korea. The first illustrates gamers’ age and sex while the second outlines their preferences. Units are measured in percentages.
Universally, it is clear that males between 20 and 29 represented the largest proportion, females over 30 showed the lowest proportion. Also, role-playing games were mainly preferred; conversely, the reverse was true for others.
Male youngsters under 12 approximately constituted 8% whereas female ones were nearly half of the figure. Moreover, both genders aged from 13 to 19 comprised roughly 18% and about 8%, respectively. The highest figure was made up by males between 20 and 29 with virtually 35%, and women around these ages accounted for 10%. Furthermore, after age of 30 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 enthusiasts of games that were based on strategy and turn were roughly less by 2%. Additionally, role-playing and simulation games comprised 50% and 10%, respectively. Eventually, other games approximately constituted 1%.
