Illustrate electronic gaming trends in South Korea in 2006. The first outlines gamer age groups and gender demographics
IELTS Academic Writing Task 1 - Bar Graph
IELTS Writing Task 1 Question
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. Summarise the information by selecting and reporting the main features and make comparisons where relevant
Common Questions for the Bar Graph
1. Graph Type: Bar Charts
2. Title: Electronic Gaming Trends in South Korea in 2006
3. What are the units of measurement?: Percentage of gamers by demographics and game type preferences
4. Who: South Korean gamers categorized by age, gender, and preferences
5. When: 2006
6. Where: South Korea
7. Topic: Trends in gamer demographics and game type preferences
Comparison Showing and Trends
Comparison 1: Gamer Demographics (Age and Gender)
- Details:
- Males dominated all age groups in gaming.
2. The largest group of gamers was aged 20–29 (45%), followed by 13–19 years (26%).
3. Younger gamers (under 12) accounted for 14%, while gamers over 30 made up 15%.
Comparison 2 : Game Type Preferences
- Details:
- Role-playing games were the most popular (50%).
2. Simulation games were the least favoured (10%).
3. Strategy/turn-based and action games had similar levels of preference, at slightly above 20% and 17%, respectively.
Sample Answer
The bar charts present information on electronic gaming trends in South Korea in 2006, focusing on gamer demographics (age and gender) and game type preferences.
Overall, male dominance in gaming was evident across all age groups, with the highest participation from the 20–29 age bracket. Role-playing games were the clear favourite, while simulation games had limited appeal.
In terms of demographics, the most significant proportion of gamers were aged between 20 and 29, accounting for 45% of all players. Males in this group dominated (35%), while females made up only 10%. Teenagers aged 13–19 formed the second-largest category, comprising 26% of the gaming population. Younger gamers (under 12) and older gamers (above 30) were less prevalent, representing 14% and 15%, respectively.
Regarding game preferences, role-playing games were the most popular, with half of all gamers favouring this genre. By contrast, simulation games were least preferred, attracting just 10% of players. Strategy/turn-based and action games had moderate popularity, with 20% and 17% of players choosing these genres. Other game types outside these categories were even less popular.
Top 5 Vocabularies
Vocabulary (type) | Type | Meaning | Synonyms | Examples |
Demographics | Noun | Statistical data related to a population | Population statistics | The gaming demographics show male dominance. |
Proportion | Noun | A part or portion of a whole | Percentage, Share | A significant proportion of gamers were aged 20–29. |
Dominate | Verb | To have control or influence over | Lead, Prevail | Male gamers dominate across all age categories. |
Prevalent | Adjective | Widespread or common | Predominant, Frequent | Teenagers were prevalent among younger gamers. |
Genre | Noun | A category or type | Category, Style | Role-playing games were the most favoured genre. |
Trends | Noun | General direction in which something is developing | Patterns, tendencies, directions | “The bar charts present information on electronic gaming trends.” |
Evident | Adjective | Clearly seen or understood | Obvious, apparent, noticeable | “Male dominance in gaming was evident across all age groups.” |
Participation | Noun | The action of taking part in something | Involvement, engagement, attendance | “Participation from the 20–29 age bracket was the highest.” |
Focus |
Verb
|
To concentrate attention on something | Emphasize, target, highlight | “The report focuses on gamer demographics.” |
Significant | Adjective | Sufficiently great or important to be worthy of attention | Major, substantial, notable | “The most significant proportion of gamers were aged 20–29.” |
Account | Verb | To make up or form a part of a total | Constitute, comprise, represent | “This group accounted for 45% of all players.” |
Dominance | Noun | Power or influence over others | Superiority, control, authority | “Male dominance was evident in all age groups.” |
Prevalence | Noun | The condition of being widespread or common | Frequency, pervasiveness, occurrence | “The prevalence of younger gamers was notable.” |
Appeal | Noun | Attractiveness or interest | Charm, allure, desirability | “Simulation games had limited appeal among players.” |
Attract | Verb | To draw or pull something toward oneself | Captivate, entice, lure | “Action games attracted 17% of players.” |
Comprise | Verb | To consist of or include | Consist, include, contain | “Teenagers comprised 26% of the gaming population.” |
Moderate | Adjective | Average in degree, amount, or quality | Reasonable, middling, balanced | “Strategy games had moderate popularity.” |
Less Popular | Adjective | Not as widely favored or chosen | Less favored, less preferred | “Other game types were even less popular.” |
Younger | Adjective | Referring to individuals with less age | Juvenile, youthful, adolescent | “Younger gamers accounted for 14% of the total.” |
Represent | Verb | To stand for or symbolize | Constitute, embody, portray | “Older gamers represented 15% of the total.” |
Decline | Noun | A decrease or reduction | Drop, reduction, downturn | “Simulation games saw a decline in popularity.” |
Favour | Verb | To prefer or support | Prefer, choose, back | “Half of all players favoured role-playing games.” |
Category | Noun | A group of things sharing a common characteristic | Class, group, division | “Gamers are divided into different categories by age.” |
Outside | Preposition | Beyond the scope or limits of something | Beyond, external, exterior | “Other games outside these genres were less popular.” |
Comparison | Noun | The act of comparing two or more things | Contrast, juxtaposition, evaluation | “The comparison shows a preference for role-playing games.” |
Range | Noun | The extent or scope of something | Spectrum, scope, variety | “Gamers displayed a wide range of interests in genres.” |
Percentage | Noun | A proportion per hundred | Fraction, share, proportion | “35% of male players came from the 20–29 age group.” |
Population | Noun | A specific group of individuals in a context | Community, group, demographic | “The gaming population was dominated by young adults.” |
Highlight | Verb | To emphasize or draw attention to | Emphasize, underline, spotlight | “The data highlights the dominance of males in gaming.” |
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