The graphs below show information about electronic games in South Korea in 2003.
Charts illustrate data on electronic games in specific country for 2003.
Overall, main players in South Korea were people at the age ranging from eighteen to thirty-five with the preferences of action games. Moreover, gender most of those gamers was male.
As for details, according to the given information age of Koreans, who were involved in gaming industry could divided into three groups (less than 18, between 18 and 35, and more than 35 years) and consisted of the following percentages: 35 percent, 42 percent, and 23 percent respectively. Another striking feature, which was observed in account gender is disproportionate number of male players (72%).
Taking into account electronic games, the most popular type of game was action (42% of the industry). The second and third choices among Koreans were sports and racing at the level of twenty-one and seventeen percent. The rest types of games did not exceed seven percent each and not as relevant as others in gaming industry.
- Some young adults want independence from their parents as soon as possible Other young adults prefer to live with their families for a longer time Which of these situations do you think is better Use specific reasons and examples to support your answer 68
- Some young adults want independence from their parents as soon as possible Other young adults prefer to live with their families for a longer time Which of these situations do you think is better 60
- The diagram below shows one method of manufacturing ceramic pots 78
- Nowadays people live longer after they retire How does this affect individuals and society What can be done about this 78
- The internet means that people do not need to travel to foreign countries to understand how others live Do you agree or disagree 76
Grammar and spelling errors:
Line 2, column 38, Rule ID: WERE_VBB[1]
Message: Did you mean 'where' or 'we'?
Suggestion: where; we
.... Overall, main players in South Korea were people at the age ranging from eighteen...
^^^^
Line 3, column 111, Rule ID: DID_BASEFORM[1]
Message: The verb 'could' requires the base form of the verb: 'divide'
Suggestion: divide
... were involved in gaming industry could divided into three groups less than 18, between...
^^^^^^^
Transition Words or Phrases used:
if, moreover, second, so, third, as for
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 7.0 7.0 100% => OK
Auxiliary verbs: 1.0 1.00243902439 100% => OK
Conjunction : 8.0 6.8 118% => OK
Relative clauses : 2.0 3.15609756098 63% => OK
Pronoun: 1.0 5.60731707317 18% => OK
Preposition: 25.0 33.7804878049 74% => OK
Nominalization: 1.0 3.97073170732 25% => More nominalizations (nouns with a suffix like: tion ment ence ance) wanted.
Performance on vocabulary words:
No of characters: 825.0 965.302439024 85% => OK
No of words: 161.0 196.424390244 82% => More content wanted.
Chars per words: 5.12422360248 4.92477711251 104% => OK
Fourth root words length: 3.56210296601 3.73543355544 95% => OK
Word Length SD: 2.67352165999 2.65546596893 101% => OK
Unique words: 109.0 106.607317073 102% => OK
Unique words percentage: 0.67701863354 0.547539520022 124% => OK
syllable_count: 243.9 283.868780488 86% => OK
avg_syllables_per_word: 1.5 1.45097560976 103% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 0.0 1.53170731707 0% => OK
Article: 3.0 4.33902439024 69% => OK
Subordination: 1.0 1.07073170732 93% => OK
Conjunction: 2.0 0.482926829268 414% => Less conjunction wanted as sentence beginning.
Preposition: 2.0 3.36585365854 59% => More preposition wanted as sentence beginning.
Performance on sentences:
How many sentences: 8.0 8.94146341463 89% => OK
Sentence length: 20.0 22.4926829268 89% => OK
Sentence length SD: 67.7956488279 43.030603864 158% => OK
Chars per sentence: 103.125 112.824112599 91% => OK
Words per sentence: 20.125 22.9334400587 88% => OK
Discourse Markers: 4.875 5.23603664747 93% => OK
Paragraphs: 4.0 3.83414634146 104% => OK
Language errors: 2.0 1.69756097561 118% => OK
Sentences with positive sentiment : 3.0 3.70975609756 81% => OK
Sentences with negative sentiment : 0.0 1.13902439024 0% => More negative sentences wanted.
Sentences with neutral sentiment: 5.0 4.09268292683 122% => OK
What are sentences with positive/Negative/neutral sentiment?
Coherence and Cohesion:
Essay topic to essay body coherence: 0.148915160756 0.215688989381 69% => OK
Sentence topic coherence: 0.0637883300056 0.103423049105 62% => OK
Sentence topic coherence SD: 0.0620178269957 0.0843802449381 73% => OK
Paragraph topic coherence: 0.0999516599207 0.15604864568 64% => OK
Paragraph topic coherence SD: 0.0557098423208 0.0819641961636 68% => OK
Essay readability:
automated_readability_index: 12.8 13.2329268293 97% => OK
flesch_reading_ease: 59.64 61.2550243902 97% => OK
smog_index: 3.1 6.51609756098 48% => Smog_index is low.
flesch_kincaid_grade: 9.9 10.3012195122 96% => OK
coleman_liau_index: 12.42 11.4140731707 109% => OK
dale_chall_readability_score: 9.24 8.06136585366 115% => OK
difficult_words: 47.0 40.7170731707 115% => OK
linsear_write_formula: 11.0 11.4329268293 96% => OK
gunning_fog: 10.0 10.9970731707 91% => OK
text_standard: 10.0 11.0658536585 90% => OK
What are above readability scores?
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Rates: 78.6516853933 out of 100
Scores by essay e-grader: 7.0 Out of 9
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Note: the e-grader does NOT examine the meaning of words and ideas. VIP users will receive further evaluations by advanced module of e-grader and human graders.