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The charts below show information about people who played electronic games in South Korea in 2003. Provide an overview of the information by identifying and describing the key details, and include comparisons where appropriate.

19/07/2026 08:04 7.0 skor

Topik

The charts below show information about people who played electronic games in South Korea in 2003. Provide an overview of the information by identifying and describing the key details, and include comparisons where appropriate.

Jumlah kata: 181

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Essay

The pie charts present the information about South Korean players, including their age, gender and five main types of electronic games that they played in 2003. Overall, the highest percentages of players were recorded in people who were in under-18 and 18-36 age brackets, with male players receiving the largest share, whereas actions was the most popular genre of game among others Starting with the age of players, individuals aged under 18 and between 18 and 36 recorded the highest proportions at around 38-39%, whereas the rate of the older age group was notably lower, accounting for 23%. Regarding gender, male players obviously dominated this field, constituting 72% - far higher than the proportion of female counterparts. Turning to genres of favourable games, actions category attracted the far highest percentage of players at 43%, nearly doubling the rate of sports games (20%).. Meanwhile, racing genre ranked third after the aforementioned figures for sports and actions. Additionally, while role-playing and educational games had a similar low rate of 7%, ‘other’ sector was by far the least favourable by players, at just 6%

Skor Keseluruhan

7.0±0.5

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Skor Kriteria Writing

TA7.0
CC7.0
LR7.0
GRA7.0
Task Achievement7.0
Target: 7.0
Kesalahan:0
Coherence & Cohesion7.0
Target: 7.0
Kesalahan:2
Lexical Resource7.0
Target: 7.0
Kesalahan:4
Grammar & Accuracy7.0
Target: 7.0
Kesalahan:0

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