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Korean gamer, mobile game used for a month average of 37,000 won

Korea Content Promotion Agency (Condor) announced on the 2nd '2021 Game User Actual Survey.

The Condenist was founded in May, and June 65, 3,000 of the KIS, 3,000 people (Gamer 2,138 / Vijimers). In the report, the report was organized by the game using the game, such as PC, Mobile, Console, etc., and the results of the questionnaire for sexual harassment and sexual discrimination.

The revealed information is as follows.

Korea gamer, Moon a month for mobile games, use 37,360 won

As a result of surveyed 1,944 users using mobile games, gamers spent a month average of 37,360 won.

This is the average of 44,048 won, and the woman was an average of 28,264 won as a value of 44,048 won and female calculated except for '0 won'. The age group of the most money consumed average 53,468 won a month, and the ten teenagers spent the least money to 12,092 won. These are all 31.7% of the company that consumed a monthly average 30,000 won to the game with a value of adding the app billing and paid game downloads. This is 12.5% ​​p than gamers consuming less than 5,000 won.

It is 31.7% in '30,000 won', and in mobile games, it is a sorry that there are many cases of consumption of more amounts in mobile games. It is assessed that the group was considered so unique to the 'whale' that was difficult to measure it. Nevertheless, it can be measured that they have settled about 30% of the people who responded to the game of about 30%.

Learn more, the respondents that correspond to the 30s were revealed that they have consumed the largest amount when compared to the more than average to download 43,964 won to the average app's payment to a paid game. Mobile game paid downloads showed a month average spending on the first generation (10, 20, 20, 40s, 50s, 60-65 years), except for the 30s. In-app payment is that the difference between the generation is clear, and the 20s were in their 30s, and the 40s and 50s have spent a similar amount.

As a result of the questionnaire, the 30s have been consumed that the PC game has consumed the month average of 43,770 won, and it was found that the most of the world has paid. For reference, What is the cost of game use and purchase costs, which is a month average? In response to '10,000 won / 5,000 won', they recorded 23.1% (PC), 19.2% (mobile).

60.7% Partial Payment Game Preferred

Since June last year, the entire game utilization increased by 71.3%, and 0.8% p increased from the previous year. Mobile games were the highest at 90.9% and PC games (57.6%), console games (21%), arcade games (9.8%). Game utilization that reduces the decrease from 2017 to 2019 is increased since 2020.

The VR game utilization is 5.8% lower than arcade game. 'Game users who use PC rooms for more than a week are 232 of 3,000, and they were investigated by using average average of 155 minutes average. About 54.3% of them use the PC room as' the PC specification is good.

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61.9% of the total respondents know the existence of probabilistic items, and for the autonomous regulation of the industry to release all individual probabilities, 74.9% of the PC games, 74.9% of PC games, 73.4% of mobile games have returned to the answer. In addition, 60.7% of the total respondents were offered for a part of the form of a form that is free of charge and sells items to pay for a paid.

21.7%, I do not know, 17.7%, I prefer a game that I purchased with a paid, and I prefer games that do not sell the game item.

Of the respondents of the entire responder, respondents were 561 respondents. As a result of the survey of playing games with their children, 42.7% said, Sometimes and 'I do not do' responses 24.2%, 'at all', the response was 18.3% in order. The lower the age of parents, the lower the proportion of using the game with the child.

26.6% of the entire game user. Sexual harassment · Sexual experience experience ... 1 year new 9.9% p ↑

On the other hand, 26.6% of the entire game user (2,139) were investigated by sexual harassment or sexual discrimination on the game. The type of damage was 68.6%, and 'is 68.6%, and' received a sexual photo or video that causes discomfort, I was investigated by 26.5%.

As a result of the response method, the report to the game company was the highest as 45.6%, but it was said that 33.8% of the gamer did not penalize. When the action was made, the game was reported to be a method of 'chatting, and chatting, the temporary limitation of voice chat, and' game connection pause '(41%).

In the 2020 in Cancer, in the 2020 , 16.7% of the game users had experienced sexual harassment or sexual discrimination on the game. The answer that he has experienced sexual harassment and sexual discrimination was 9.9% p a year between a year. In May of May, 59% of female gamers said, Hid the sexual harassment, he hid the sexual harassment, ** Lenovo (Lenovo) and Research Companies 'Rich' were conducted for 900 female gamers. .

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