he global sales (in billions of dollars) of different types of digital games between 2000 and 2006. Write a report for a university, lecturer describing the information shown below. Summarise the information by selecting and reporting the main features and make comparisons where relevant.

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The given chart compares the profit-making from video
games
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in a six-year period from 2000 to 2006 around the world. The information is provided in billions of
dollars
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. As data suggests, at the beginning of the new millennium the most profitable were Handfield and Console
games
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( 11 and 6 billion
dollars
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relatively).
However
Linking Words
, in the
next
Linking Words
6 ,years they showed different patterns. Looking into details, Handfield
games
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had a steady rise with slight fluctuations in 2003-2005 and reached a peak of almost 18 billion
dollars
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per year in 2006, whereas Console ones showed a downward trend and reached the point of fewer than three billion
dollars
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in 2006. In sharp contrast to
this
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, online and mobile
games
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were introduced to the market later( in 2001 and 2002 respectively) and rose sharply within a period of question increasing their sales seven-nine times. Though,it should be admitted that online
games
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surged more dramatically. Overall, there were only two types of
games
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on the market in 2000 ,which had different trends in sales within the
next
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6 years and two
games
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which have been introduced lately but gained popularity rapidly.
Submitted by mar.chopyk on

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