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

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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.
The provided bar graph displays the international
sales
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of four kinds of video
games
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from 2000 to 2006 in billions of
dollars
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.
Overall
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, after an analysis of
this
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chart, it can be witnessed that handheld
games
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had escalated from 2000 to 2006,
whereas
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console
games
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plummeted by reaching the year 2006.
To begin
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with, by the year 2002, online and mobile phone
games
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had become among the global
sales
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of video
games
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, scoring one
billion
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dollars
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,
while
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handheld
games
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remained the highest
sales
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at around 14
billion
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dollars
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in 2002, and console
games
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recorded nearly 5
billion
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dollars
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.
Furthermore
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, mobile phone
games
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went through a period of dramatic increase to reach 6
billion
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dollars
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in 2005, exceeding the
sales
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of online and console
games
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, which were roughly 5.5 and 4
billion
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dollars
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, respectively.
In contrast
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, the selling of handheld
games
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kept steadily at approximately 15
billion
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dollars
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at
this
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time. The following year saw a rapid soar of around 2
billion
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dollars
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in handheld and online
games
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sales
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,
while
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mobile phone
games
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increased slightly by nearly one
billion
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dollars
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.
However
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, console
games
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steadily fell, recording roughly
One
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one
show examples
billion
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dollars
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in 2006.

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Linking words: Don't use the same linking words: "while".
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Vocabulary: Replace the words sales, games, dollars, billion with synonyms.
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Vocabulary: Rephrase the word "undefined" in your introduction.
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Vocabulary: The word "increase" was used 2 times.
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Vocabulary: The word "nearly" was used 2 times.
▼
Vocabulary: The word "roughly" was used 2 times.
▼
Vocabulary: The word "around" was used 2 times.
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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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