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 shows the global sales (in billions of dollars) of different types of digital games between 2000 and 2006
IELTS Writing Task Chart for The bar graph shows the global sales (in billions of dollars) of different types of digital games between 2000 and 2006
The bar chart provides information about the global revenues of four different types of digital
games
Use synonyms
in the interval from 2000 to 2006.
Overall
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, these digital
games
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exhibited different trends over the given period; some,
such
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as handheld
games
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and online
games
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, registered the highest shares,
whereas
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others, like mobile
games
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, recorded the lowest
sales
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.
However
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, the levels of increase and decrease varied significantly between them. As the chart illustrates, handheld
games
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began as the leading digital game at around $12
billion
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,
then
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grew steadily until 2006, standing at almost $17
billion
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, taking into account its
sales
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being the top throughout the time frame. Console
games
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appeared as the second type of digital
games
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, commencing at nearly $5
billion
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and followed an incremental decline reaching roughly $2
billion
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by 2006, making it the lowest share.
On the other hand
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, online
games
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started in 2001 and registered less than $1
billion
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in
sales
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,
while
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in the upcoming years, they showed a cumulative rise to approximately $9
billion
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in 2006 and were considered the second most successful digital game, surpassing others except handheld
games
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. Mobile phone
games
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achieved around $1
billion
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in 2002, the
sales
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climbed steadily to $7
billion
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, and reached an equal value with online
games
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at $4
billion
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in 2004.

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Vocabulary: Replace the words games, sales, billion with synonyms.
Vocabulary: The word "chart" was used 2 times.
Vocabulary: The word "around" 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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