The graphs below show information about electronic games in South Korea in 2003.
The pie charts give information on electronic games in South Korea in 2003.
Overall, it can be seen that in 2003, most South Korean game players were males and mainly aged from 18 to 35. Also, action was the most preferred game type among players.
In terms of age, players aged from 18-35 ranked first with slightly over 40%, surpassing over 35-year-old gamers by nearly one fifth. Players under 18 constituted approximately one third of total number of gamers in 2003. Considering genders, it was obvious that in 2003, male players outnumbered females by around 45%.
Compared to different types of games, action was the most bought game by players in 2003 with well over a third (42%), doubling that of sports-related games (21%) and racing games (17%). The combination of education, role-play and other games only made up two out of ten of the electronic games sold to game enthusiasts in South Korea.
Post date | Users | Rates | Link to Content |
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2024-11-12 | Giang Tran | 73 | view |
2024-11-12 | Giang Tran | 84 | view |
2024-07-14 | Zahid6400 | 61 | view |
2024-07-14 | Zahid6400 | 67 | view |
2024-07-11 | nobitaa | 73 | view |
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Attribute Value Ideal
Final score: 6.5 out of 9
Category: Good Excellent
No. of Grammatical Errors: 0 2
No. of Spelling Errors: 3 2
No. of Sentences: 8 10
No. of Words: 154 200
No. of Characters: 721 1000
No. of Different Words: 95 100
Fourth Root of Number of Words: 3.523 4.0
Average Word Length: 4.682 4.6
Word Length SD: 2.6 2.4
No. of Words greater than 5 chars: 42 60
No. of Words greater than 6 chars: 29 50
No. of Words greater than 7 chars: 19 40
No. of Words greater than 8 chars: 16 20
Use of Passive Voice (%): 0 0
Avg. Sentence Length: 19.25 21.0
Sentence Length SD: 7.013 7.5
Use of Discourse Markers (%): 0.5 0.12
Sentence-Text Coherence: 0.464 0.35
Sentence-Para Coherence: 0.464 0.50
Sentence-Sentence Coherence: 0.137 0.07
Number of Paragraphs: 1 4