writing task1, 1example a lot of answer

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The following graphs illustrate electronic gaming trends in South Korea in 2006. The first outlines gamer age groups and gender demographics. The second indicates game type preference. Summarize this information for a university lecturer. Academic Task 1 Reponses: Submission 1 (Student’s country: Hong Kong, Band 8): The given bar charts illustrate the trends of electronic gaming in South Korea in 2006. The first graph gives information about gamers’ age and gender, and the second compares gamers’ preferences for different types of games. It is clear from the first chart that gamers under the age of 12 formed the smallest group at 14%. By contrast, gamers aged between 20 and 29 comprised the largest proportion at 45%, tripling the smallest group. While the figure for gamers aged over 30 was similar to that for gamers aged below 12, the number of gamers aged between 13 and 19 was higher at 26%. Of equal note is that male gamers significantly outnumbered female gamers in all age groups. 1

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Page 1: Writing Task1, 1example a Lot of Answer

The following graphs illustrate electronic gaming trends in South Korea in

2006. The first outlines gamer age groups and gender demographics. The

second indicates game type preference. Summarize this information for a

university lecturer.

Academic Task 1 Reponses:

Submission 1 (Student’s country: Hong Kong, Band 8):

The given bar charts illustrate the trends of electronic gaming in South Korea in 2006.

The first graph gives information about gamers’ age and gender, and the second

compares gamers’ preferences for different types of games.

It is clear from the first chart that gamers under the age of 12 formed the smallest

group at 14%. By contrast, gamers aged between 20 and 29 comprised the largest

proportion at 45%, tripling the smallest group. While the figure for gamers aged over 30

was similar to that for gamers aged below 12, the number of gamers aged between 13

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and 19 was higher at 26%. Of equal note is that male gamers significantly outnumbered

female gamers in all age groups.

Around 50% of gamers rated role playing games the most popular in marked contrast to

simulation, which had the least popularity. The preferences for strategy/turn based and

action games, on the other hand, did not differ remarkably greatly. Just a little more

than 20% of gamers preferred the former, where approximately 17% favored the latter.

Submission 2 (Student’s country: Germany, Band 8):

These two bar charts graphically outline electronic gaming trends in South Korea in the

year 2006. While the first graph details the proportions of gamers considering different

age groups and gender, the second depicts which type of games are played.

The first graph shows that almost three-quarters, 74%, of the gamers are male and

consequently there are more male gamers than female gamers in every single age

group. Nearly the half of all gamers, 45%, are aged between 20 and 29 years with a

partitioning of 35% being male and 10% being female. The second largest age group is

from 13 to 19 years which make up 26% of all gamers. The rest splits up almost even

between gamers who are younger than 12 years, 14%, and gamers who are older than

30 years, 15%.

According to the second diagram the vast majority, about 48%, of games that are

played belongs to Role playing games. The next most major game type is Action with

approximately 22%. Strategy, Simulation and other type of games amass smaller

percentages, at roughly 16%, 11% and 3% respectively.

Submission 3 (Student’s country: Italy, Band 7.5):

The first graph depicts the electronic gaming population in South Korea in 2006. The

demographics are articulated in four age groups, and further differentiated by gender. It

can be observed that male gamers are significantly more than the female ones; in fact

they are more than double in all age groups except the first, children 12 years old and

younger. The general trend is however similar for both genders, with a nearly linear

increase over the first three age groups, from the youngest gamers to those aged 20 to

29, and a substantial drop in the fourth age group, gamers aged 30 years and older.

The second graph illustrates the genre preferences across the same population. The

preferences are articulated in four categories representing the major game genres, plus

a residual category for all the other genres. Role playing games gather nearly half of the

preferences, while action games have approximately 20%, strategy and turn based

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games follow with approximately 15% and simulation games with approximately 10%.

Other game genres are only preferred by a negligible percentage of the gamers.

Although there is no obvious relationship between game genre preferences and

demographic details such as age and gender, it is peculiar that a majority of the gaming

population is in the relatively mature age group of the 20 to 29 year olds. It may be

conjectured a correlation between this fact and the high level of preference for role

playing games, however the data available is not sufficiently detailed to confirm this

hypothesis. It would be interesting to compare these graphs with analogous information

for a Western country, since it is likely that in this case the dominant age group would

be the teenagers, 13 to 19 year olds, and the favourite genres action and simulation

games.

Submission 4 (Student’s country: unknown, Band 7):

The bar charts show gamers personal characteristics and game preferences in South

Korea in 2006. More specifically, they present the percentage of male and female in

four different age groups and the general game preference between five types, also

presented in percentage.  An overall majority of male players can be seen in all age

groups and almost half of all gamers prefer the same type of game.

In the age group 12 years of age or less, male players represent almost 10% of all

gamers and almost doubled the amount of females. Following the trend, in the age

group 13 to 19 years of age male players more than doubled the percentage of female

players, reaching 18% against only 8% respectively. The figures reach the pick in the

age group 20 to 29 year of age, where 35% of male and 10% of female gamers fit.

Finally, in the last group, within 30 years of age or older gamers the figures dropped

dramatically to 12% of male and 3% of female.

According to the second chart, the role playing type of game represents almost 50% of

preference among all gamers. The second most popular is the action type, with

approximately 20% of preference.  Following these are the categories strategy/turn

based, simulation and other, with roughly 16, 12 and 2% respectively.

Submission 5 (Student’s country: unknown, Band 7):

The first bar chart shows the proportion of males and females playing computer games

in South Korea in the year 2006, while the second chart illustrates the level of

popularity of different games.

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It is apparent that men were more active game players than women in all age groups. It

is also clear that the most widespread type of 6 online games was role playing.

It appears that the highest proportion of gamers were males in age 20-29- 35%,

compared to only 10 % of women-players. We can also see that males in 13-19 age

group approximately doubled the number of females. Notably,  less than 12 years old

category shows the lowest pattern for gamers among boys, which comprised nearly

10%. Whereas, the lowest figure for females of 30+ age constituted only 3%.

As can be seen from the second chart, almost a half of gamers played role-playing

games. The second popular game type was action, the level of which stood at just over

20 %. Whereas, a small minority  preferred to play strategic games. 11% of gamers

gave their preference to simulation games.

Submission 6 (Student’s country: unknown, Band 6.5):

The following bar graphs represent the result of a study conducted in 2006 in South

Korea regarding electronic gaming trend.  The first illustration is the representation of

the age and sex data of the respondents while the second graph reveals the game type.

Amongst the age group, male and female alike, age 20-29 have registered the highest

number of participants on e-games with 35% and 10%, respectively.  Data of age group

from 13-19 showed a significant drop in the number of male player at 18% while female

gamers recorded a minimal decline to 8%.  Participants that belong to extreme age

groups, age below 12 and 30 and above, have the least partaker, as low as 8% for male

and 3% for female.

The second graph clearly identified the nature of play.  Most of the gamers, about 48%,

were inclined to Role Playing.  Action came as the next choice of the respondents with

figure plunged to roughly 22%.  Strategy/Turn, Simulation and Others were the third

(15%), fourth (11%) and least (2%) pick, respectively.  

From the bar graphs, one can conclude that male, across all age groups, predominated

on the electronic gaming trends and Role playing was the top choice for game type.

Submission 7 (Student’s country: India, Band 6.5):

The first graph shows the comparative percentages of male and female electronic

gamers across four different age groups in South Korea in 2006,  whereas the second

one represents game types preferred.

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Clearly, the male gamers outnumber female gamers in all age         groups.The highest

percentage of both were seen among 20-29 year olds,being 35% for males and 10%for

females.The lowest were recorded in under12 age group.The percentage  for both

genders increased steadily till 29 years of age.However,beyond 30 years of

age,significant decline was seen among males as well as females.

Among the games type preferred,nearly 50 %of all gamers liked role playing

games.This was followed by action games and strategy or turn based games being 22%

and 18% respectively.Games based on simulation and other categories were played by

10 percent or less gamers.

To sum up,male players aged 20-29constituted the biggest group.However,it is not clear

whether these gamers liked the most popular role-based games.

Submission 8 (Student’s country: India, Band 6)

The graph shows the trends of electronic gaming in South Korea in 2006. The first graph

shows the age of male and female gamers and their total percentage. The percentage

of male gamers below 12 year was 9, which increased to double among teens age

group 13-19. It peaked at 35 percentage for the next age group (20-29) followed by 23

percent declined for over age group30.

On the other hand, for females the percentage was 5 below age 12 which increased

steadily over the period and doubled the total percentage for 20-29 age group. Then it

decreased sharply by 7 for the age group over 30.

The second graph shows the type of game which were opted among total gamers. The

highest percentage about 48 were for role playing games and second most were for

action type game stood almost half the role playing games at 23. Strategy or turn based

games and simulation games were opted by 16 and 12 percentages respectively. The

Least popular games were other type at 3 percentage.

Submission 9 (Student’s country: India, Band 6,   response likely not written within 20

minutes ):

The column graphs give information about proportion of gamers according to their age

and sex, and different sort of electronic games liked by Korean game players in 2006.

It can be clearly seen from the first graph, males were more interested to play video

games than females. To begin with, just below 10% of below twelve years males liked to

play electronic games. On the other hand, percentage of females was less than men i.e

only 5%. As the age grows, the interest of both sexes for games also grows up.

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Between 13-19 year olds, proportion of male gamers doubled, reaching at

approximately 16% and women figures hardly grew at 7%. It is interesting to note that

at the age of 21-29, the proportion of male game players increased dramatically and

climbed at 35%. By contrast, there was slight rise (up to 10%) in the statistics of

females of same age group.  Moving to next point, when men and women cross their

thirties, their interest in playing electronic games declines and 12% men and 3%

women liked to play video games.

The second diagram clearly demonstrates that role playing games were most popular

among Korean games as these games were played by just below 50% people. Action

type games were second most favourite games played by more than 20% gamers.

Percentage of Strategy/turn based games and simulation fluctuated between 11 and 15.

Only 2% of other types of games were played by Korean game-players.

In a nutshell, males preferred to participate more in electronic games and females and

role playing games were most popular among both genders.

Submission 10 (Student’s country: Iran, Band 6):

The graphs compare the quantity of electronic gaming in South Korea. They show the

percentage of two genders in four period of life and the distinction of different kinds of

game.

The first graph shows there is a gradual increase in the percentage of total gamers in

both male and female until it reaches the peak in 20 to 29 years to 35% and 10%

respectively. The percentage of mail under 12 doubled from 9% in age between 13 to

19 and the same process repeated for the age of 20 to 29. While the percentage of

female starts to increase about 3% in the beginning and 2% in the next ages. However,

the percentages of both genders shrink to be third of what it was in the previous ages

(20-29).

The second graph reveals the preference among games. The maximum percentage

recorded for role playing games which is followed by action games (48% and 22%

respectively). Strategy and turn based games comes in the 3rd with 16% of people

manner and the simulation games is about half of the percentage of action games.

Although about 3 % of people choose other sorts of games.

Submission 11 (Student’s country: unknown, Band 6):

The first bar chart compares the percentage of both genders affinity towards playing

games in South Korea in 2006 while the second one shows the preference given to four

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types of games. The most striking feature is that playing games is greatly more popular

among males.

As can be seen, the 20-29 age group accounted the first place in comparison with other

age groups. However, males considerably outnumbered females as three out of ten

males played games compared to only one out of ten females. In the same manner, but

to a lesser extent, although both males and females aged 13-19 years old played

games more than those who were over thirty years old, there is still a gap or 10% and

9% between both gender respectively. This gap appeared closest in under twelve years

old group as 9% of males played games compared to 5% of females.

Another noticeable trend is that role playing games are infinitely preferable to other

games. Approximately half of respondents preferred it whereas action, strategy/turn

based and animation games gained 21%, 16%, 11% of preference respectively.

Submission 12 (Student’s country: Bhutan, Band 6):

In a given graph, it has been illustrated in two different scenarios wherein the first

graph depicts the gender demographics against the age group and second one shows

the type of game preferred in South Korea in 2006. There are few significant incidents

that have to be revealed after summarization of the graph.

It has been shown that, the number of total gamers at the age of 20-29 is highest from

the range of age and it was overruled by male as shown in the first graph. Though there

is steep increase in the percentage of male gamers till the age of 29, the percentage for

the women was increased with little percentage only. However, by the early thirties, the

percentage for both male and women declined drastically.

On the other hand, among the maximum gamers, the most preferred games among the

South Korean was role playing games which dominated with the highest preference

percentage of 48%. Since, the majority of male population was gamer; the preference

for action type was next to role playing games followed by strategy, simulation and

others.

All in all, it concludes that majority of gamers were male and out of which most of them

prefer to play role playing games provided if the population for male and female is

considered same for that year.

Submission 13 (Student’s country: Philippines, Band 5.5):

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The first graph shows which age group has the highest percentage in playing electronic

games in South Korea in 2006 and it is based on gender demographic, while the second

graph describes the variety of games being played by both male and female gamer.

Looking at the first graph, majority of the gamers are seen in age 20-29 and male

gathers 35% while female gets 10%. Subsequently, the age of 13-19 is the next to the

highest, respectively. Then 30 year old of male is positioned as the third to the top while

in female it is the age group 12 and below. Finally, age group 12 years old and below

have lowest percentage in male while aging 30 and up is the least in female.  

On the second graph, the commonly game being played by both gender  regardless of

age group age group is Role playing which gathered almost 50%. Action games are the

second choice among the type of game and comprises of 20%. Players are rarely

chosen Strategy/Turn based games while stimulation and other type of game are least

priority of the participants.

In analyzing of both data, male is more active in electronic games compared to female.

It is seen also seen that players are preferred Role playing games.

Submission 14 (Student’s country: unknown, Band 5.5):

The given bar graphs illustrates trends in South Korea in electronic gaming and its

players preference  in the year2006.The first graph is tells about four age groups and

the percentage of  gamers from each age group.The second graph shows five different

types of game and its popularity among the players.

It is clear from the first graph that the highest percentage of players are from 20-29 age

group for both genders.There was 35% of male players and 10% of female gamers.The

second largest category was 13-19 and around 18% and 8%for boys and girls played

game ,respectively.The gaming trend was going up steadily from the youngest age

group (>12) to (20-29).From that age there was  a marked reduction in  number in the

category to 30.

The second graph illustrates five different types of game and its preference among all

the people .It is noticeable that the most popular game among the players was Role

playing games( 49%).The second popular one was Action (21%) and third and fourth

was Strategy /Turn based and Simulation .The least one was other category(1%).

In conclusion,it is clear from the first graph that the largest number of male and female

players are from 20 -29  age category .It is clear that electronic gaming  was very

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popular in that particular age.At the same time,in the second graph mention that the

largely interested area  of game was Role playing .

Submission 15 (Student’s country: China, Band 5.5):

Given are two graphs showing the trend of electronic gaming in South Korea for the

year 2006, one of which demonstrates the gamer ratio for different gender in 4 age

groups and another illustrates the popularity of gaming type in all gamers.

As seen in the first bar chart, it was obvious that the male population playing electronic

games far outweighed the females doing and the 20-29 group took up the highest

percentage for both gender, 35% and 10% for male and female respectively. Besides,

the second highest was group 13-19, male and female having 18% and 8% for each.

Ranks in three and four were different age group for both gender. For males, the group

30+ accounted for 12% and age less than 12 rated at 9%. While the proportion for

female was 5% and 3% for group <12 and 30+ separately.

Then the second chart gave us the apparent view that role playing games possess the

most great popularity among all, rating at roughly 48%. And action ranked second at

approximately 22%, followed by the preference of strategy/turn based game being

about17%. Lastly, the most less popular game were simulation (at a hair more than

10%) and other (at nearly 2%).

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