e pie charts illustrate the proportions of electronic game players in South Korea in 2004, categorized by age group, gender, and preferred game type.
Overall, gaming was most prevalent among younger individuals, particularly those under 36, with males comprising a substantially larger share than females. Among the different genres, action games emerged as the dominant category.
Regarding age distribution, players under 18, accounting for 39% of the total, formed the largest segment. Those aged 18 to 35 represented a comparable proportion of 38%, indicating that younger players, taken together, overwhelmingly dominated the gaming population. By contrast, only 23% of players were over 36, making this group considerably smaller.
A similar pattern is evident in the gender breakdown, where males constituted 72% of all players, more than double the proportion of females, who stood at 28%.
With respect to game preferences, action games were by far the most prominent choice, being selected by 43% of players. Sports and racing games followed, at 20% and 17%, respectively, while role-playing and educational games attracted relatively small proportions, each accounting for 7%. Other categories were the least preferred, comprising just 6% of players.
