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Thursday, May 01, 2014


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The chart compares the volume of sales in four selected game markets over a period of 6 years.

Overview paragraph
Handheld games had the largest revenue throughout the years. Interestingly, only console games experienced downward trend in sales, while others had upward movements.

please comment on this.
many thanks :)

@kevin, I think introduction is bit tacky. try to paraphrase it again.

The bar chart illustrates the world wide selling of various kind of digital game over the period of 6 years in between 2000-2006.

Clearly,popularity of console gaming were declining slowly over this period while hand held gaming,online and mobile phone gaming were increasing gradually.

The bar chart compares four different digital games marketing worldwide over a period of 6 years, from 2000 to 2006.
It is bovious from the given figures that handheld games was the most popular gadgets among customers along with mobile and online games with upward trend,whereas the popularity in the console games has been decreased over this period.

1. The diagram illustrates the sales (in billions of dollars) of four type of digital games during six years in the world.
2. a. The sales of online games increased dramatically from zero billion dollars to around 9 billion dollars.
b. Console games were drop consistently between 2000 and 2006.
3. paragraph 1: the games which tend to rise
paragrapg 2: the games which tend to fall

The bar chart indicates the proportion of four various of digital games being sold globally over a period of 6 years.

It is clear that handheld games were the most popular products and reached its peak point of 18 billion dollars in sales in 2006 while online and mobile games have yet been introduced in the year of 2000.

please comment on this


The bar chart describes the worldwide marketing trend of four games over a period of six years from 2000to2006.
It is clear that trend for console game constantly decreased whereas the popularity for three games by customers has increased respectively
The marketing of handheld games has increased from 11to17 billion dollars which was the most than another three games. Online games marketing has been upto 8 billions upward slowly mobile games selling was 2billion in 2002which went upto 7billions over a period of 2006 trend for console games declined from 2000to2006 which has been almost $3billion

Hi simon, I have tried to write the whole essay. Can u plz tell me just about figures I mean how we can use billions of dollars. as u told us with numbers we don't use millions instead use( million). Similarly with numbers we use billion of dollars not billions. or( billion dollars). which one is write plz tell me.

The bar chart compares the sales of 4 different kinds of digital games globally (worldwide) over a period of 6 years.

It is clear that hand held games was by far the most popular of four types of games for the majority of period, whereas a considerable rise can be seen in online games and mobile phone games. The figures for console games sales decreased slowly over the period shown.

Between 2000 and 2006, the sales of handheld games rose from around 11 to a peak of approximately 18 billion of dollars. By contrast, there was a gradual drop in the sales of console games from nearly 6 to about 2 billion of dollars.

The online games and mobile phone games introduced in 2001 and 2002 globally. over the next couple of years, there was a significant rise in the number of online game users to almost 10 billion of dollars, whereas the figures for mobile phone games increased dramatically from 2 to around 8 billion of dollars.

thank you

The bar graph compares worldwide sale of of four types digital game over a period of six year

This bar graph depicts sales of four digital games over a time period of 6 years as it is indicated on the x-axis. The y-axis shows the revenue of selling in billions of dollars.
Handheld games were the highest throughout the whole period in question starting with 10 billion dollars in 2000. from now then, they were increasing steadily till peaked in 2006 at 18 billion dollars.Console games, however,were half roughly, comparing with the handheld games, started at 6 billion in 2000. interestingly, console games were the only kind witnessed a decrease reaching 4 billion dollars by 2006. between these two periods, they were fallen back regularly. in 2000 and 2001, mobile games disappeared completely before they appear at a low level of 2 billion dollars by 2002. nevertheless, they dramatically doubled in 2004 and tripled in 2006. Like the other types of games, save as console games, they peaked in 2006 but at 8 billion dollars.

1) The bar graph illustrates and compares the sales of four different kinds of digital games worldwide in a six year period.

2) Handheld games led the market constantly with a steady upward trend at the peak of 18 billion dollars in 2006, 50% rise in six years.
Online games and mobile games were introduced in the market in 2001 and 2002 respectively with the former capturing the second most sold digital game within five years at almost 9 billion dollars in 2006.

3) Increasing trend and decreasing trend or,
Handheld and console games (in market product from beginning) in para 1 and Online games and mobile games (introduced later) in para 2

Please give me feedback. Thanks in advance!

The chart illustrates the data about the global sales of 4 different categories of digital games over a period of 6 years.
It is clear that the biggest part of sales in each year it handheld games. While the sales of console games fell gradually, the other three kinds of games, namely MPG,OG and HG rose year by year.

P3 and P4 describe the 4 bar one by one.

The bar chart compares the worldwide sale in billions of dollars of four types of digital games over a period of six years from 2000 to 2006.
Overall, it can be clearly seen that the sale of handheld games remained at the highest point and increased significantly however the sale of console games declined gradually with the passage of time.

- The bar chart compares the changes in the international sales of four types of digital games over a six-year period.

- Upward trend of handheld games , downward trend of console games

- 1 paragraph for 2000-2004
- 1 paragraph for 2005-2006

The bar diagram compares the annual world-wide sales of four different kinds of digital games over a period of six years.

The handheld games was the most sought after gadget and continuously dominated the market over this time period. While most of the gadgets posted an annual increase in sales, the game console registered a decreasing trend towards the end of this study.

The bar graph illustrates the different types of digital games sold globally between 2000 and 2006. The graph depicts a gradual increased of handheld games throughout the years while maintaining the highest sales among mobile phones, online games as well as console games.

In 2000, only two types of digital games had global sales which was the handheld games and console games, with almost 12 $bn and 6$bn respectively. From year 2000 until 2006, handheld games steadily increased in figures with 18$bn in 2006. These type of digital game remained the highest sales world wide. Online games emerged in 2001 with a minimal sales of 1$bn and level-off with the new type which was the mobile phone games in 2002 and 2004. In 2006, it was approximately half of the total sales of handheld games.

Console games had a gradual decreased of sales yearly until it reached 3 $bn in 2006, which was the lowest sales among other types of digital games.

- How you would paraphrase the question for your introduction:
The bar chart compares the sales of different computer games over a seven years period.
- What two things to include in your overview paragraph:
Based on data from the chart the sale for most of these games has increased during these years, and there have been some new entries to the market during these period.
- How to separate your description of details into two paragraphs:
At the first paragraph, I wrote about the handheld gamed as the most popular game and dramatic change in sale of online game
At the second paragraph, I wrote about the console game that lost its popularity during the time.

We have to mention the most noticeable trend in overview and I think its handheld games and console games

The bar chart depicts the world wide sale of four types of gadget over six years of time. It can be seen from chart that three out of four devices followed the upward trend and generate a higher amount of revenue. However, console games showed the downward trend in provided years.

First para: For hand held games & Console games
Second Para: For mobile phone and online games

Dear Simon
Thank you very much for the invaluable contributions, and most for your magnificent site. It is beyond anything I've ever thought about.

-the vertical bar graph compares and contrasts the changes in worldwide sales of four different varieties of electronic games, cell phones, manual, console and internet over a period of seven years, from 2000 to2006.

-the rapid progressive growth of sales of most categories. And, the dramatic regression of the market of console gadgets.

- paragraph 1: the revenue of handheld gadgets increased progressively, from 11 billion US dollars in 2000 to a massive 18 billions in 2006, a growth of almost one third in seven years. In contrast, sales of console games regressed sharply from a figure of 6 billion in 2000, loosing almost 50 per cent by the end of the study period.

-paragraph 2: On the other hand, the market of online and cell phones games, which were introduced in 2001 and 2002, respectively, went on increasing sharply. The earlier soared by a massive nine folds at 9 billions in 2006, just in 6 years, compared to the later (cell phones), which grew by five folds in five years, at 7.5 billion US $ in 2006.

The chart provides the income of four selected global digital games in billions of dollars in between 2000 and 2006

Overall, it is obvious that handheld games sales was increasing rapidly every year from 2000 to 2006 whereas vice versa behaved console games.the other two games were upward gradually.

As regards to the income, there is clear pattern of handheld games , which soared from less than $12 billions to about $18 billions between 2000 to 2006 respectively. Console games sales were declined over the six cited years from about $6 billions to just around $3 billions.In 2001 appeared the online games with an income of about half billions of dollars ,and raised to hit round $8 billions in 2006 as the second highest income of the all four, along side with it was mobile phone games which was available in 2002 and gained more than six billions of dollars in 2006.

the bar graph compares the compares the international ( worldwide ) purchases in billions of dollars of various categories of digital games between the years 2000 and 2006 .
it is obvious from the graph that the figures of purchase are in progress over that time period for all categories of games except for console games which is regressing .also hand held games has by far significant numbers of purchases than any other games .
in the year 2000 , the figures for hand held games was as twice as that of console games , standing at nearly 12 billion dollars . it showed steady increase to be close to 18 billion dollars in 2006 , while that of console games showed marked regression to reach nearly half it value (3 billion dollars ).
online games purchase started in 2001 , while mobile phone games started in the following year . both became popular over time and showed nearly a simultaneous increasing figures until 2006 when online game purchase exceeded mobile games by 3 billion dollars .

Need comment please , also need a speaking study partner
My skype : asurgeon80


The bar graph compares the amount of money spend on buying various type of electronic games world wide over a period of six years between 2000 and 2006.it is clearly indicated from the pattern displayed,that there is a gradual increase in the sales of all the mentioned digital games except the video games.

Dear Simon,
Could you please comment on my essay.

The bar chart represents the information on global sales of four electronic games in a period of time from 2000 to 2006.The x-axis shows the years from 2000 to 2006.The y-axis quantifies the sales in a range of $0-18billion.
Handheld games sales were by far the greatest,increased gradually from just $6billion to reach a peak of $18 billion at the end of the period.However,it can be noticed that the popularity of console games dropped gradually,their sales remained less than $6billion in the six given years.There was about 50% decrease in sales in 2006.
On the other hand,the sales of online games rose from about $1billion in 2001 to around $9billion at the end of the period.A similar increase can be seen in mobile phone sales which began with the modest leve of approximately $2billion,rising slightly to $4billion in 2004 which was as same as the sales of mobile phone,then sales began to recover in 2006,the value of sales was around $6billion.
It can be concluded that the sales of mobile phone games,online games,handheld games is rising.However,the sales of console games is declining.

Dear simon
thank you very much for your lessons. this is my second post. the first one i couldn't remember where i posted so i have no idea if u or anyone else have read it or not. i want to request u and other students to read my task 1 n comment please

The bar chart represents the worldwide sale comparison of 4 kinds of digital games from the year of 2000 to 2006

Taking a general overview, it can be seen that, the mobile phone games were not existed in 2000 and 2002 but the online games were sold for only around 1 billion dollars 2001. Handheld games were the most popular games in 2000 and remained popular with persistent increase in sale from nearly 12 billion to approximately 18 billion by the year of 2006.

Other most significant factor is that the sale of console games was highest in 2000 that is just below 6 billion dollars but it started to decline gradually along with incline in the sale online and mobile games from 2000 to 2006.

To conclude, in 2000 the handheld games were in trend and remained in trend until 2006 with increased sales. Similarly online games began in 2002 with 1 billion dollars sale and by 2006 sales went up to 5 billion

The bar chart displays world-sales of various digital games from 2000 to 2006 which expresses in billion dollars. Overall, it is seen that most of the sales of games such as handheld games, online games, and mobile phone games show upward trends from along the years, however, unlike three other games, video games is sold decreasingly until 2006.

According to the data, it can be seen that handheld games contributes highest market share of total type of technological games, in which there is a steep increment in the first three years before it increases marginally and boosts up and reaches its highest position almost 18 billion dollars. Likewise handheld games, number online and mobile phone games sold in dollars are similar, only in 2003 and 2005 in which people purchase mobile phone games more than online games of 3 billion dollars and 6 billion dollars respectively.

Meanwhile the business of console games is diminishing even though it levels off in 2003 and 2004 of 5 billion dollars before it continues to fall and reaches lowest position of 3 billion dollars.

The bar chart compares worldwide sales of four different types of digital games from 2000 to 2006.

Hi Simon,
I'm new here. I found your website by chance several days ago, and I have gone over your writing and speaking lessons. I found it's really useful and practical. I hope I could get my dream score in the near future, although I've attended ielts for several times recently. Thanks!

The bar chart compares the sales of four kinds of digital games in globe over a period of seven years.

It is clear that the sales of digital games saw an upward trend in the designated period, except for the console games. Also, sales turnovers of handheld games were far higher than that of other types in every single year.

In paragraph 3, I'll write the handheld games, which has the largest sales, as well as the console game, which is the only one with a decrease.

In paragraph 4, I'm going to compare mobile and online games together, because these two games experience the identical pattern.

Hi Simon,
I found this website recently,this is my first post.I found this site is very useful,I'm waiting for your comments.please give me feedback,Thankyou..

The bargraph illustrates the amount of sales in 4 varieties of videogames,worldwide,over a period of 7 years.

At a glance,it can be seen that the degree of sales increased as the year passes by in all types of games except console games.A reversal trend was seen for this game during the time period.

As a start,handheld games scored far higher than the other varieties in sales over these years.It was just below 12 billion dollors in 2000 and rose up to approximately 17$bn in 2006,which is almost three fold that of console games.By 2006,sales of console games decreased gradually to a state of half of the intial sales record.

However,it can be seen that there were no mobile phone and online games in 2000 and the emergence of latter happened in the following year and the sales rate was almost negligible in the succeeding year for both games.They gradually shot up to just over 6 billion dollors in 2006 in which online games sale was greater than the mobile phones.

Can we use bn$ in the transcript please?

The bar chart describes the global purchases (in billions of dollars) of variety types of digital entertainment games from 2000 to 2006.

It is clear that handheld games has not been giving leadership but console games dropped gradually between 2000 and 2006.

The bar chart describes the global purchases (in billions of dollars) of variety types of digital entertainment games from 2000 to 2006.

It is clear that handheld games has not been giving leadership but console games dropped gradually between 2000 and 2006.

3. all types of games rised gradually exception console game.

4. mobile games and online games came into the global market later. However they increased year by year.

The graph illustrates each of the four digital game's worldwide income between 2000-2006.

Overall, it can be seen that three out of four from the games were making it big in the global market over a period of 6 years.

Handheld games can be observed as the most selling game among all others. Since its introduction in 2000, it is selling almost twice as much ($12 billion) as that of console games ($6 billion) up to year 2006, where handheld games' revenues doubles that of online games at approximately 8%.

On the other hand, console games exhibits decreasing sales over time from $6 billion in 2000 to $3 billion in 2006. However, it can be seen that the decline is a crawling at a slow pace over a period of 6 years.

It is also interesting to note that since the introduction of online games in the year 2001 where it started at $1 billion sales, it has significantly increased over the years that at year 2006, online games are at around $8 billion income. As for mobile phone games, a gradual increase of $1 to $ billion in sales each year.


Thanks for sharing your ideas. I can't offer to check each person's work individually, but I have had a quick read through to see if there are any common problems.

the bar chart illustrates the revenue of four different digital games, namely Mobile Phone games, Online games, Console games and Handheld games throughout the world from 2000 to 2006

dear simon

when will u show the correct answer??

Dear Simon,
I have serious problems with my writing please help me, otherwise send some suggestions through email. Thank you

The bar chart compares the world-wide sales of four different types of digital games from 2000 to 2006. ( The figures are given in billions of dollars)

It can be seen that handheld games were by far the most popular of all digital games throughout the given period. The popularity of all types of digital games rose , except the console game which experienced a decline during that time period.

In 2000, an approximate sale of 11$ bn was recorded for the handheld games, whereas the sale for console games was only about half of that, with the figures around 6 $bn . A gradual but persistent increase in sale was recorded for the handheld games over the next 5 years, and by 2006 it peaked to 18$bn. However, a reverse trend was noticed in the market of console games as by 2006 its sale reduced to the half of its sale in 2000.

2001 is the year when online gaming was introduced , while mobile phone games were introduced into the market in 2002. A remarkable and steady increase was observed in their sales in the following years, but in 2003 and 2005 mobile phone games were sold out more than online games.However, by 2006, the figures for sales of the online games surpassed the figures for the mobile phone games, at 9$bn and 7 $ bn respectively.

The column chart highlights the information about the worldwide expenditures using for four different kinds of digital Games, including Mobile Phone Games, Online Games together with Console Games and Handheld Games in billions of dollars from 2000 to 2006
From an overall perspective, except Console Games, there was an upward trend in the spending of the rest items and the highest expenses belonged to the Handheld.
In 2000, 12 billion dollars was consumed for Handheld games, this figure increased dramatically to approximate 15 billion three years later, after remaining stable for next two years and climbing a peak of nearly 18 billion by 2006. In contrast, Console games showed the slight decline in the volume of money for the games throughout the researching years; beginning at a half of the expenditure of Handheld at the same time, eventually the statistics was just around a six of Handheld.
As regards Mobile Phone and Online games, it is apparent that there was a quite similar pattern in these types of games. Interestingly, the number for such sorts of game was equal in the two years 2002 and 2004 and reached more or less at 8 billion dollars at the end of the surveyed period.

The bar chart illustrates the worldwide sales of 4 different types of popular games, measured in billions of dollars, from 2000 to 2006.

The bar graph illustrates worldwide sale market of various kind of digital games between 2000 and 2006, over the 6 years period.

Thanks simon,younes too...

The rendered chart compares world's trade among
4 different kinds of cybernated games over a period of 7 years.

It is clear from the figure that Handheld games rises gradually on grounds of marketing and stood as a standout performer. Introduction of mobile phone and online games compresses the sales of console games.

Dear Mr. Simon,

I'd like to answer your questions as follows.

The bar chart compares the world-wide profits on the digital game selling over a period of 5 years.

At first glance, it is obvious that handheld games were consumed the most in the world while the consumption of mobile phone games and online games were significantly increased from 2003.

Paragraph 1 describes the number of selled console games and handheld games.
Paragraph 2 describes the number of selled mobile games and online games.


The bar chart illustrate the comparison of sales in billion dollars about the different types of games over the period from 2000 to 2006.

Paras. two paras.
1.mobile games and online games (pls advise what the general one for these two.)
2.console games and handheld games(advise general name pls)

In the overview para, I will say, the three types of games, mobile, online and handheld, were increasingly prevalent, but the console games were not.

the bar graph illustrates the worldwide revenue in billion dollars of four types of digital games between the year 2000 and 2006, A period of six years. It can clearly be seen in the graph that handheld, online and mobile phone games all saw an increase in revenue throughout the period while the opposite happened to console games which experienced a decrease in total revenue towards the end of the period.

In detail, handheld games has the highest revenue among the four games in the six year period. In 2000, it gained an income of approximately 11 billion dollars and continued to increase reaching a peak of almost 18 billion in 2006. In contrast, both online and console games did not gained any revenue in the first year. In 2001 , online games started to earn about 1 percent on the following year both online and mobile phone games equaled in sales. They continued to increase in sales both reaching peak in 2006 by about 7 million for mobile games and 9 million dollars for online games.

On the other hand console games revenue decline over the period. It stood at almost 6 billion dollars in 2000 then declined gradually to a low of 3billion in 2006.

The bar graph illustrates changes in sales of four different types of electronic games over a period of six years.
It is noticeable that handheld games were the most popular over the period shown whereas console games decreased in popularity. It is also clear that sales of mobile phone and online gaming increased steadily during the six year period.
In 2000, almost $12bn of handheld games was sold to consumers with a peak of $16bn in 2006. During the same period, console games lost its popularity with $6bn sold in the year of 2000 and only around $2.5bn in 2006. Roughly $1bn in profits was made by selling online games in 2001 and in 2002 the amount doubled along with mobile phone gaming. By the year of 2006, the retail of online games reached $9bn whereas mobile phone games a little over $6bn.

Dear Simon , here is my introduction and overview

The chart compares worldwide sales of 5 distinct types of digital games over a period of six years.

It is clear that handheld games were by far the most popular form of gadget over the given period. While console games sales fell steadily, mobile and online games sales increased significantly.

Dear Simon,
Could you please read quickly my essay and give me some comments?
Thank you so much!

Here is my essay:

The bar chart compares the sales on four different kinds of digital games throughout 6-year period on the global market. It clearly indicates that there was an upload trend in the global sales of Mobile Phone Games, Online Games and Handheld Games whereas the rest type of games witnessed a download trend.

In 2000 there were just Handheld Game and Console Games sharing the sale market. Almost $12 billion of Handheld Games was sold to consumers and was approximately twice as much as the sale of Console Games. However, in the end of the period while the Handheld Games experienced a gradually rise in consumption and increased the global sale by 50%, conversely Console Games witnessed about half the expenditure (about $3 billion) compared to that in 2000.

On the other hand, Online Games and Mobile Games experienced a dramatically rise in the global sales over the period. The figure recorded for the sale of Mobile Games was around $1 billion in 2002 and increased nearly sevenfold in 2006. Online Games underwent an exponentially increase from somewhere in the vicinity of $500,000 to approximately $9 billion between 2001 and 2006.

this is Ken and here is my answer

The bar chart illustrates the worldwide sales of digital games among four different categories form 2000 to 2006.
According to the chart, the total money spending on electronic games increased dramatically. While the handheld games, were still the most popular type preferred by gamers, with sales margin at least twice than the other three.
In 2000, there were only two types of digital games in the market: console games and handheld games, with almost 6 billion dollars and 11 billion dollars sales amount respectively. However, these two categories experienced an opposite trend. After a significant increase in sales of handheld games between 2000 and 2002, the growth of sales slowed down until 2005. This figure jumped again then reached its peak at nearly 18 billion dollars at the end of 2006. Conversely, the money players spent on console games has fallen gradually to only half of its 2000 figure by 2006.
On the other hand, after appealing in 2001 with only less than half billion sales margin, the online games became increasingly welcomed. The global sales of that rose rapidly in the period of 2002 to 2003 and 2005 to 2006, and finally stopped at 7 billion dollars. Mobile phones games showed a very similar trend to online games, with small amount less than the former, but this figure has overtaken the sales of online games by 2 billion by 2006.

Dear Simon,
here my second practice test. This was more difficult comparing to the pie chart.

Please can you comment it? It would be great!
Thank you :)

The bar chart shows the turnover in dollars from sales of various types of video games from four different platforms titled Mobile Phone games, online games, console games, handheld games within a period of six years.
The chart shows very well how the video games have become well-sold in the time frame of three years and their constant increase in the period analyzed.
we can clearly notice how the handheld games are well-sold, gaining around 18 billions of dollar in 2006, while the console games have a constant decreasing in sales with a lost around 4 bn in 2006. The charts shows that the online games start to be sold from 2001 with an important increase in 2006 with a gain between six and twelve bn. The mobile phone games start to be sold in 2002 and since from the beginning we can notice a good increase as seen with the online games. The chart also shows that mobile phone games, online games and console games have gained around five bn in 2004.

I'm not sure I've written so well.


Dear Simon,
This is my first time to prepare this test. I'm not sure whether I did it well or not. Please correct my mistakes in writing and tell me how to correct it.

The bar chart illustrates how much money sold for by company in four different kinds of games over a period of 7 years. Overall, there is a downward trend in the sells of console games. On the other hand, the other three types of games grow steadily between 2000 and 2006.

As can be seen from the chart, mobile phone games rose significantly in 2003 and 2005. As for online games, there was a stable rise from 1 billion to 9 billion between 2001 and 2006 and a markedly increase in 2006. However, sells in console games declined throughout the period of 7 years from just under 6 billion to 3 billion. Besides, handheld games increased by 6 billion from 2000 to 2006.

It is worthy noticing that sells in handheld games are the highest whereas those in console games are the lowest in 2006. In addition, mobile games were sold from 2002 to 2006 and online games were sold between 2001 and 2006.

Thank you very much! Nina

Hi simon, I have try to write the whole essay.plz check my essay and say weak point..

The bar chart deplicts the worldwide sales of different types games in billion of dollars, namely-mobile phone,online,console and handheld over the period of six years.d

As can be seen from the graphs,in 2000 sales of handheld games was the most popular game in the globe stood at around 11 dollar
with the gradual rise over the six year period and reached peak whereas,there was gradual decrease in sales of console game which was under 6 million dollar at the beginning and reached 2 million dollar at the end.similarly,in 2002 the sales of
online and mobile games was introduce starting from nearly 1 million dollar worldwide and the trend increased gradually and reached 9 and 7 million dollar at the end of trend.

In conclusion,over the period of six year the sales of handheld,online and mobile games increased slowly however there was decrease in sales of console game in billion dollors.

>>>>>> Please help me correcting my mistake >>>>>

The bar chart illustrates that the changes in sales of 4 kinds of digital games globally in billions of dollars from 2000 to 2006. It is can be seen that the maximum sale is the handheld games and the console game is the lowest sales over the periods.

To begin, there was steady rise in the sales of handheld games from 2000 to 2006. It became the highest sales within the periods through the world. There was a slow decrease sales in the console games which was 5 billion dollars in 2000 and this sale became 3 billion dollars in 2006.

In contrast, the online games were not existence in 2000 and it appeared in 2001 and it saw a gradual increase in the sale, reached in 7 billion dollars in 2006. Similarly, the mobile phone game also was not present in 2000 and 2001. Mobile phone sale saw gradual rise from the year started selling and till 2006.

Hi Simon.

Could you kindly comment on my work.

The graph compares the global turnover of various digital games namely: mobile phone games, online games, console games and handheld games from 2000 to 2006.

Overall, it can be observed that handheld games, online games and mobile phone games escalated over a period of seven years. However, online gaming was the most significant variable. Despite the increase, console gaming gradually decreased its sales for seven years.

For example, handheld games were popular during 2000 which accounted to $11 billion sales. After 6 years, its turnover rose significantly to $17 billion. Another noticeable variable is the turnover of online games. From $1 billion in 2001, it dramatically escalated to $8 billion in 2006.

However, not all variables in the study increased its turnover. Handheld games which accounted to $5.9 billion in 2000 gradually fell with $1 billion sales every year. In 2006, its turnover fell significantly to $3 billion.

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