高手请进,帮忙翻译成英语

来源:百度知道 编辑:UC知道 时间:2024/05/03 06:14:58
 性别:男性、女性分别为42%、58%。相对其他休闲游戏,女性较多,而且女性玩家应该重点挖掘(韩国是女性占60%)
 年龄:21-25岁占51.66%,15-20岁占45.43%,年龄层高度集中
 婚姻状况:未婚占96.95%。很明确,我们用户定位就是单身年轻人
 职业分布:学生是绝对的主力,占了58%,学校是我们重要的宣传场所,学生是关键对象
 教育程度:玩家的教育程度普遍较高,大专以上学历的占57%。高校是宣传重点
 兴趣爱好:我们的玩家首先是游戏玩家,但很明显,歌曲、舞蹈是吸引用户的重要因素。选“游戏”、“音乐”、“舞蹈”为兴趣最大兴趣爱好的占90%以上。
 玩家游戏频率:一周游戏次数多于10次的玩家占总玩家的73.5%
 玩家游戏时长:游戏时长大于3个小时的玩家占总玩家的61.4%

Sex:Male, female distinguish to 42%, 58%.Opposite and other recreational games, the female is more, and female player should the point scoop out(Korea is female have 60%)
? Age:21-25 years old have 51.66%, 15-20 years old have 45.43%, the age range is highly concentrated
? Marital status:I am single to have 96.95%.Very definitely, our customer fixed position is a single young man
? The occupation distributes:The student is an absolute main force, sharing 58%, the school was we important publicity place, the student is a key object
? Level of education:The level of education of player is widespread and higher, the university above educational background has 57%.The high school is to publicizee a point
? Interest a fondness for:Our players are games player first, but very obvious, song, dance is the important factor which draws on customer.Choose "game", "music" and"dance" to love for the interest the biggest interest of have 90%