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Cartoons and dolls election favorite online games and peripherals

"2007 China Network Game Report, "formally announced on Dec. 5. The famous game from the website 17 173 and the Hai Yirui market Consulting Co., Ltd. jointly launched a survey report on China's basic conditions of online game users, Consumption Behavior, behavioral preferences for a detailed disclosure.

  Who play online games in China?    Online games Players: Student , IT Most practitioners From 17 173 users of online games Research Data show that China's online game users in 2007 the main job is the students, followed by IT practitioners, Education / Media as well as the information industry workers tied for third place, respectively, accounting for 19% of the total number of surveys, 10% and 8%. Which accounted for more than 5% of the job include: military personnel (7%), state government workers (7%), arts / entertainment staff (5%) Insurance Staff (5%), service practitioners (5%).

20 players age 60% From the age point of view, online games are still very young officer to the user. Data show that China's online game users in 2007, 35 years of age accounted for 95% of the total survey, which ,19-22 years old, 23-25 ,26-30 years 3 months, the highest proportion of age, accounting for 22% 21%, 17%, meaning that nearly 60% of the players concentrated in the age of 20.

high school students is the major force in online games Survey shows that the educational level of Chinese online game users are mainly high school / secondary school (35%), followed by university (33%) and undergraduate (23%), players are in possession of master and doctor degrees were only 2 % and 1%.

female players are willing to men in the game transfiguration 2007 online game users in China, accounting for 55% of men, women account for 45%. However, an interesting phenomenon is that most of the female game players are more willing to male status in the game there, the user identity in the game with men accounted for 62%.

Most online games are not high income users Survey data show that in 2007 China's online game users in 12% of students in reading, 21% of users with incomes between 1000-1500 yuan, 3,000 yuan monthly income of more than 24% the proportion of users.

Chinese online user behavior situation games 3-6 hours per day up to Online games users play games every day in 3-6 hours of time (38%), followed by 1-3 hours (32%). Users play online games at the ratio was significantly higher than during the day, most set In net Travel time is 20 o'clock at night to 24 points. Single titles online game users typically the duration of 1-2 years (23%), the main place to play games at home (37%), followed by schools (29%) and units (21%). In Server The choice of the way, most online games the user selected server is geographically nearest (28%), followed by the most popular (21%).

entertainment, friends, is the main purpose of puzzle Users play games online games the main purpose is entertainment (30%), followed by friends (23%) and younger children (16%). In the choice of games, the most important factors are the ease of game play (23%), game communication system (12%) and game operators in connection speed (12%).

leave the game main reasons: time-consuming and too long On "the reasons for leaving certain titles," the survey, time consuming too long (20%), game updates too slow (12%) and family friend of the opposition (11%) are the three main reasons. The survey also showed that online games to play online games around the user's friends are not the main reason is to understand online games (18%), followed by the game too expensive (17%) and no time to play online games (15%).

Eye, skin-care concerns are online games players

Survey shows that online game users in 2007 the most commonly used measure is the use of eye care eye care products (46%), followed by eating healthy Food (18%) and to do eye movements (17%). Meanwhile, 72% of users believe that online games, play online games on their skin will cause greater or lesser extent, in order to protect the skin, skin care online game users the most commonly used measure is to use cosmetics (35%), followed by use skin care products

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