Hammy
Nov 5, 2018
Writing Feedback / Writing task 1 : pie charts- players of electronic games in South Korea [4]
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Given are pie charts illustrating information about players of electronic games in South Korea in 2003.
Overall, the main age of players dropped into people under 18 instead of over 36 or between 18 and 36. Significantly, the major gender of players was male, not female, in types of games they liked as action, sports, racing, education, role-playing and others.
Firstly, male playing electronic games took account a large proportion (72%), as nearly three times as female with 28%. Besides, proportion of people under 18 was 39%, just higher 1% than this between 18 and 36. The rest was for people over 36, closely a quarter of the age of player pie chart.
Secondly, it's clear that action games made up more than two-fifths and took the biggest part in types of games. The second was sports games with 20% and racing games with 17%. Especially, the proportion of education games just reached to 7%, which was the same to role-playing games. Others remained only 6%.
Thanks for reading!
Please leave your comment and show me how to get high score...
south korean gamers 2003
Given are pie charts illustrating information about players of electronic games in South Korea in 2003.
Overall, the main age of players dropped into people under 18 instead of over 36 or between 18 and 36. Significantly, the major gender of players was male, not female, in types of games they liked as action, sports, racing, education, role-playing and others.
Firstly, male playing electronic games took account a large proportion (72%), as nearly three times as female with 28%. Besides, proportion of people under 18 was 39%, just higher 1% than this between 18 and 36. The rest was for people over 36, closely a quarter of the age of player pie chart.
Secondly, it's clear that action games made up more than two-fifths and took the biggest part in types of games. The second was sports games with 20% and racing games with 17%. Especially, the proportion of education games just reached to 7%, which was the same to role-playing games. Others remained only 6%.
Thanks for reading!
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