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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 type preference. Summarize the information by selecting and reporting the main features and make comparisons where relevant.
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.
The first graph shows that there were more male gamers than female gamers in every single age group. Nearly half of all gamers (45%) were aged between 20 and 29 years, of which 35% were males and 10% were females. The second largest age group was of the 13 to 19 year olds, which made up 26% of all gamers. 14% of gamers were younger than 12 years and 15% of them were more than 30 years.
According to the second diagram, around 50% of gamers rates role-playing games the most popular in marked contrast to simulation, which was liked by only 10%. Other games, which did not fit into the given four categories, had the least popularity. The preferences for strategy/turn based and action games, on the other hand, were almost similar. Just a little more than 20% of gamers preferred the former, where approximately 17% favored the latter.
From the bar graphs, one can conclude that far more males than females played electronic games, and role-playing was the top choice for game type in Korea, in 2006.