The chart below shows the global sales of different kinds of digital games from 2000 to 2006

The chart below shows the global sales of different kinds of digital games from 2000 to 2006
IELTS Writing Task Chart for The chart below shows the global sales of different kinds of digital games from 2000 to 2006
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The bar chart demonstrates the revenue earned from different digital
activites
Correct your spelling
activities
between 2000 to 2006.
Overall
Linking Words
, the sales of most of the
games
Use synonyms
increased except for
console
Correct article usage
the console
show examples
.
It is clear that
Linking Words
Handheld
Games
Use synonyms
have always been the most popular purchase throughout the years. In 2000, approximately $11
bn
Use synonyms
was spent on it.
This
Linking Words
gradually rose to $17.9 in 2006.
Moreover
Linking Words
,no one bought any Online or Console
Games
Use synonyms
in 2000. In 2001, Online
Games
Use synonyms
started becoming popular with a sale of
estimated
Correct article usage
an estimated
show examples
$0.3
bn
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and rose to $9. In the following year, 2002, Mobile Phone
Games
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started trending with around $1bn spent on it and it increased to $7.
However
Linking Words
, there were a few anomalies. In 2002 and 2004, the revenue received from Mobile Phone
Games
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and Online
Games
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was the same.
Besides
Linking Words
that, Console
Games
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were the only game that faced an annual decrease in revenue by approximately 58% from $5.9
bn
Use synonyms
to $2.5.

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Introduction: The introduction is missing.
Introduction: Change the first sentence in the introduction.
Introduction: The chart intro is missing.
Introduction: The chart intro is missing.
Vocabulary: Replace the words games, bn with synonyms.
Vocabulary: Rephrase the word "undefined" in your introduction.
Vocabulary: Only 6 basic words for charts were used.
Vocabulary: The word "increased" was used 2 times.
Vocabulary: The word "approximately" was used 2 times.
Topic Vocabulary:
  • Global sales
  • Digital games
  • Trends
  • Emergence
  • Decline
  • Console games
  • Handheld games
  • Popularity
  • Steady increase
  • Online games
  • Mobile phone games
  • Technological advancements
  • Consumer behavior
  • Subsequent growth
  • Noticeable changes
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