The bar graph shows the global sales (in billions of dollars) of different types of digital games between 2000 and 2006.

The bar graph shows the global sales (in billions of dollars) of different types of digital games between 2000 and 2006.
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The bar graph depicts the global
sales
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of different types of digital
games
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between 2000 and 2006. Over a period of time,global
sales
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of handheld
games
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have witnessed a marked increase, becoming a preferred choice for the majority by 2011. Meanwhile, mobile phone
games
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and online
games
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increased slightly over the course of six years,
whereas
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, the
sales
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of console
games
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were slightly down.
Initially
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, in 2000, the
sales
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of handheld
games
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were 11
billion
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dollars, which had a steady increase until 2004. It remained stable before it skyrocketed
further
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, reaching the highest
sales
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point of almost 17
billion
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dolloars
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dollars
in 2006. The
sales
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figures of console
games
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were almost $5
billion
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in 2000 before experiencing a steady decline of $ 4
billion
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throughout the remainder of the period.
The online
Correct article usage
Online
show examples
games
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were introduced in 2001, and the
sales
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of online
games
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in
this
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particular year were almost 1
billion
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dollars. Notably, there was a modest rise by 2006, pushing it to approximately $9
billion
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.
Similarly
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, the
sales
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value for mobile phone
games
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in 2002 was 3% before experiencing a modest rise of $7
billion
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by 2006.
Submitted by crpnivedya.prasannan on

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Vocabulary: Rephrase your introduction. Words match: 73%.
Vocabulary: Replace the words sales, games, billion with synonyms.
Vocabulary: Rephrase the word "undefined" in your introduction.
Vocabulary: The word "increase" was used 3 times.
Vocabulary: The word "rise" was used 2 times.
Vocabulary: The word "almost" was used 3 times.
Vocabulary: The word "modest" was used 2 times.
Vocabulary: The word "slightly" was used 2 times.
Topic Vocabulary:
  • Trends
  • Surpassed
  • Advent
  • Steady growth
  • Fluctuating sales
  • Technological advancements
  • Proliferation
  • Year-on-year growth
  • Factors influencing
  • Peak sales
  • Demographic shifts
  • Engagement
  • Driving the sales
  • Blockbuster titles
  • Major game releases
  • Spurring
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