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