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 graph depicts the variety of different types of digital entertainment games from the year 2000 to 2006 that had been sold. The data is given in billions of dollars and it can be split into two trends, upward and downward trends. In general, handheld
are
Change the verb form
is
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the most popular from the first period until the end, meanwhile, mobile games are not very commonly used, and they only show up in the next double years. First of all, there are a variety type of gaming platforms. The number of handheld games stood at
such
a high level in the graph at merely 12 ,
then
gradually surged every year and almost reached a peak at 18 in the year 2006.
Moreover
, another permanent entertainment section that
also
claimed up every moment was the online and mobile phone, even though these two started a time later. Online entertainment was witnessed in 2001,
whereas
the telephone showed up in the next age at the same level as online gaming. Both of the two slightly increased over a period, and
finally
, the online game ended up with a higher position, over 8.
On the contrary
, console gaming began at a mere 6,
then
dropped significantly from 2001 to 2006, roughly 3 .
Submitted by piasnatcha09 on

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Vocabulary: The word "graph" was used 2 times.
Vocabulary: The word "show" was used 2 times.
Vocabulary: The word "trends" 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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