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 provided bar chart gives information about the sales of globalisation in four categories among digital games, namely, mobile games, online gameplay, consoles,and handheld devices, from 2000 to 2006. The data is measured in billions of dollars, and it can be split into two groups: substantial and minimal change in global wholesale. In general, it is clearly seen that handheld gamesmanship is the largest-selling product,
in contrast
to game consoles.
According to
the significant growth, the figure for handheld devices had a dramatic increase between 2000 and 2006, reaching a peak at 18.
Lastly
, the number of online game sales just started in 2002, at merely 1, which grew considerably in the next six years to approximately 10.
Moreover
, there was a progressive climb in selling mobile entertainment during the period of 2002 to 2006, which was a 2-fold increase from roughly 3 to 7. Moving to the minimal changes, the sale of console games experienced the second largest globalised interest in 2000, around 6.
In addition
, the picture ended up at the lowest level of profitability in 2006, decreasing to just under 3.
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Vocabulary: The word "change" was used 2 times.
Vocabulary: The word "increase" was used 2 times.
Vocabulary: Use several vocabularies to present the data in the second paragraph.
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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