The bar graph shows the global sales (in billions of dollars) of different types of digital games
The bar graph shows the global sales (in billions of dollars) of different types of digital games between 2000 and 2006. Summarise the information by selecting and reporting the main features, and make comparisons where relevant. Write at least 150 words hay nhất giúp bạn có thêm tài liệu tham khảo để viết bài luận bằng Tiếng Anh hay hơn.
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- The bar graph shows the global sales (in billions of dollars) of different types of digital games (mẫu 3)
- The bar graph shows the global sales (in billions of dollars) of different types of digital games (mẫu 4)
- The bar graph shows the global sales (in billions of dollars) of different types of digital games (mẫu 5)
- The bar graph shows the global sales (in billions of dollars) of different types of digital games (mẫu 6)
- The bar graph shows the global sales (in billions of dollars) of different types of digital games (mẫu 7)
- The bar graph shows the global sales (in billions of dollars) of different types of digital games (mẫu 8)
- The bar graph shows the global sales (in billions of dollars) of different types of digital games (mẫu 9)
- The bar graph shows the global sales (in billions of dollars) of different types of digital games (mẫu 10)
- The bar graph shows the global sales (in billions of dollars) of different types of digital games (mẫu 11)
- The bar graph shows the global sales (in billions of dollars) of different types of digital games (mẫu 12)
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- The bar graph shows the global sales (in billions of dollars) of different types of digital games (mẫu 15)
- The bar graph shows the global sales (in billions of dollars) of different types of digital games (mẫu 16)
Đề bài: The bar graph shows the global sales (in billions of dollars) of different types of digital games between 2000 and 2006. Summarise the information by selecting and reporting the main features, and make comparisons where relevant. Write at least 150 words.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 1
The bar graph compares the sales figures for different categories of electronic games from 2000 to 2006. Overall, handheld games were the best-selling category. In addition, the sales of mobile phone games, online games and handheld games increased, while console games saw a decrease.
Looking at the figure for handheld games, in 2000, its revenue stood at about 11 billion dollars. From 2000 to 2004, this figure saw a steady rise to 15 billion dollars before remaining stable over the next year. In 2006, handheld games’ sales surged to approximately 18 billion dollars.
Turning to the other categories, in 2000, the revenue from the sales of console games was about 6 billion dollars, while no figures were given for mobile phone games and online games. In 2006, console games witnessed a gradual drop to only 2.5 billion dollars, whereas mobile phone games and online games drastically increased to approximately 7 and 9 billion dollars, respectively.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 2
The vertical bar graph illustrates the worldwide sales of various kinds of online games, including mobile phone games and online games, from 2000 to 2006. The data is measured in billions of dollars.
Overall, it can be seen that the sales of handheld games, mobile phone games, and online games increased, while the sales of console games decreased during the given time period.
At first glance, in 2000, the sales of console games were around 6 billion, and the sales of handheld games were about 11 billion. Over the next few years, from 2001 to 2006, there was a continuous reduction in console game sales, which reached nearly 4 billion in 2006. In contrast, the sales of handheld games increased rapidly, and by the end of the period, they stood at 18 billion, the highest of all.
The sales of online games started in 2001 at around 1 billion. In 2002, mobile games and online games sold approximately 2 billion times each. Similarly, in 2004, both games sold more than 4 billion copies. In the final year, 2006, around 7 billion mobile games were sold, and nearly 8 billion online games.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 3
The bar graph illustrates the global sales (in billions of dollars) of various types of electronic games, namely mobile phone games, online games, console games, and handheld games, from 2000 to 2006.
Examining the graph in more detail, in 2000, handheld game sales were the highest among the three categories, at nearly 12 billion dollars. Sales of handheld games continued to increase, reaching around 18 billion dollars over the six-year period. In contrast, console game sales were about 6 billion dollars in 2000. Sales of console games declined gradually to just over 5 billion dollars from 2001 to 2003 and then continued to decrease moderately until 2006.
Moving further, in the first year, online game sales were at 0 billion dollars, but in the next year, global sales of mobile phones and online games increased minimally to around 1 billion dollars each. During 2003-2006, sales of these games experienced rapid growth, surpassing 10 billion dollars and continuing with a gradual incline to 11 billion dollars.
Overall, it can be inferred that handheld games had the highest global sales among all categories throughout the given period, while mobile phones and online games had the lowest global sales rates.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 4
The bar chart compares the sales figures of four different types of gaming platforms (mobile phones, online, console, and handheld) sold worldwide from 2000 to 2006. The values are given in billion dollars.
Overall, handheld games were always the market leader with a turnover of at least twice as high as the second best-selling category of the year. Console games, however, continued losing their share of the market each year, whereas the figures for the other two categories continued to rise.
Regarding handheld and console games, the former were at the top with sales reaching just under $12 billion in the year 2000, while the corresponding figure for the latter was approximately half that amount. Over the next six years, sales of handheld games experienced a gradual increase and eventually stood at around $18 billion. However, those of console games declined over the same period and reached their lowest level (approximately $3 billion) in 2006.
In terms of online and mobile phone games, they were not very popular when they were introduced to markets (in 2001 and 2002 respectively) since their initial figures were under $3 billion. Nevertheless, both experienced a continual increase in their sales figures over the subsequent years. In 2006, the former became the second best-selling type of game with a turnover of around $9 billion, and the latter came next at about $7 billion.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 5
The bar chart compares the turnover in dollars from sales of video games for four different platforms, namely mobile phones, online, consoles and handheld devices, from 2000 to 2006.
It is clear that sales of games for three out of the four platforms rose each year, leading to a significant rise in total global turnover over the 7-year period. Sales figures for handheld games were at least twice as high as those for any other platform in almost every year.
In 2000, worldwide sales of handheld games stood at around $11 billion, while console games earned just under $6 billion. No figures are given for mobile or online games in that year. Over the next 3 years, sales of handheld video games rose by about $4 billion, but the figure for consoles decreased by $2 billion. Mobile phone and online games started to become popular, with sales reaching around $3 billion in 2003.
In 2006, sales of handheld, online and mobile games reached peaks of 17, 9 and 7 billion dollars respectively. By contrast, turnover from console games dropped to its lowest point, at around $2.5 billion.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 6
The bar graph compares the worldwide turnover for four kinds of electronic games for a period of seven years, starting from 2000 to 2006. Overall, it can be observed that sales for most of the digital games experienced an upward trend, except for console games. Handheld games had by far the highest number of sales throughout this period.
In 2000, the sales figure for handheld games was close to 10 billion dollars, this figure rose gradually to reach its peak at slightly under 18 billion dollars. In contrast, at 6 billion dollars sales figure, console games were the second most popular games in the year 2000. Between 2000 and 2006, this figure continued to drop to hit its lowest point of less than 3 billion dollars.
Global sales for online games and mobile phone games followed a similar pattern with both sales numbers went up considerably for the first 6 years. By the seventh year, sales revenues for both types of games were over 6 billion dollars.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 7
The chart outlines the around the world deals of 4 sorts of advanced diversions in billions of dollars between 2000 and 2006.
It is obvious that handheld recreations are the foremost sold thing in that period. By differentiation, online recreations did not have any deals in 2000. All of the deals developed relentlessly in this period but supported recreations which had diminished over the said long time.
Within the year 2001, versatile phone games began to be sold for less than 1 billion dollars, but within another year the sum of deals was broken even with online diversions, and they were both sold for about 1 billion dollars. Their competition in deals remained nearly the same until the year 2006, online recreations passed versatile phone games's deals for over a billion dollars.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 8
The chart outlines the offering of computerized diversions by four categories over the world amid the period from 2000 to 2006. In common, handheld recreations are the foremost common type. Additionally, there's a sensational increment in portable phone diversions and online recreations though a drop in support recreations.
It can be seen clearly that handheld diversions have a steady rise from around $ 11 billion in 2000 and reach a peak at $18 billion of dollars in 2006.
By 2001, with the appearance of offering online diversions and mobile phone diversions within the following year, the wage was around 1 or 2 billion of dollars. Over the other 4 a long time, they got to be more well known, with sales reaching around $ 7 billion for versatile phones and around $ 9 billion for online recreations. By differentiation, within the same year 2006, turnover from support diversions dropped to its most reduced point, at around $2.5 billion.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 9
The given illustration provided data on the sales amount of four different types of digital games from the year 2000 to 2006. The digital game categories are mobile phone games, online games, console games and handheld games. The number of sales is given in billions of dollars. Overall, the handheld games sales amount was much higher than other types of games’ sales.
According to the given bar graph, console game sale was just below 6 billion dollar while handheld games amounted about 11 billion dollar. No data for other types of game sales in this year was given. Nest year the handheld game sales amount increased to just over 12 billion dollars while console sales amount decreased very slightly, and less than 2 billion sales amount was for online games in this year. Throughout the years except 2005, the sales amount for handheld devices increased and in 2006 it reached about 18 billion dollars. Online games sales amount also increased significantly over the years reaching to over 8 billion dollar in 2006 compared to just 2 billion dollar sales in 2001. The sale amount for console games showed some fluctuations and reached below 3 billion dollars, which is a decline compared to the about-6-billion-dollar sales in 2000. Mobile game sales also became popular, and the amount increased over the year. It reached over 6 billion sales volume from just 2 billion sales amount 2001.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 10
The bar chart illustrates the global sales of mobile phone games, online games, console games and handheld games from 2000 to 2006. The measurement is done in billions of dollars.
Overall, it can be seen that from the initial year till the last the sale of handheld games remained high among these games. Mobile phone games, online games, and handheld games experienced an upward trend whereas console games showed a downward trend.
In the first two years, no data had been shown for mobile phone games followed by online games. The sale of online games commenced in 2001, which was 1 billion dollars. Afterwards, their sales increased considerably throughout the period. In 2002 and 2004 the sales of both the games remained equal at around 2 and 4 billion dollars respectively. There was an increase of 3 billion dollars in the sale of mobile games and the sale of online games reached 10 billion dollars in 2006.
The sales of console games dropped gradually over the period while handheld games increased steadily for the given time period. In 2002, the sale of console games was approximately 6 billion dollars, and the sale of handheld games was doubled the sale of console games in that very period. In 2006, the sale of handheld devices increased to 18 billion dollars whereas the sale of console games reached half of its initial period (2000).
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 11
Overall, handheld games contributed the most and had a steady increase throughout. The figures for console games kept reducing whereas those of online and mobile games continued to grow from their inception in 2001 and 2002 respectively, to the end of the period.
With regards to handheld games, the initial figure was about $11billion in 2000 and saw a continuous growth until 2004 when sales reached approximately $16billion. This amount remained stable the following year before experiencing a rise to $18billion at the end of the period. Similarly, the amounts earned from online and mobile phone games were the same in 2002, being around $1billion, and in 2004, a growth of both to close to $4billion. Although money gotten from playing games on cell phones had surpassed that gotten from online games in years 2003 and 2006, there was a reversal at the end of the period where online games income overtook that of phone gaming at nearly $2billion.
Revenue from console games in the year 2000 stood at $6billion, over half of that of handheld games in the same year. However, the subsequent years witnessed a gradual decline until 2003 when it levelled off in the next year, yet afterwards continued its fall into 2006 where sales generated only amounted to about $3billion- a 50% reduction of the initial figure.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 12
The graph chart illustrates the global sales of different types of digital games between 2000 and 2006. The data are depicted in billions of dollars. Overall, mobile phones, handheld and online games show the highest sales in the year 2006 except the console games.
To begin with, online games sales increased steadily from the year 2001 to 2006 with depicts highest sales of around 8 billion dollars in 2006. On the other hand, console games selling is fluctuating over the period of six years. Mobile phones and online games show no sales in the year 2000, while mobile phone games still continued to have zero sales in 2001. ieltsxpress.com
All four games together sales begin in the last four periods. Console games show almost the same sales of around 5 billion dollars in the first two years of time. Similarly, handheld games show steady sales in the years 2004 and 2005 with approximately 15 billion dollars.
Overall, handheld games are leading in global sales in the period of six years, with the highest sales of 17 billion dollars in 2006.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 13
The bar chart illustrates the worldwide revenue of various types of digital games in a 7-year period from 2000 to 2006.
Overall, the revenue of handheld games dominated the top position throughout the entire period. Additionally, an upward trend was observed in the number of sales of mobile games, online games, and handheld games, while only console games slowly decreased.
Kicking off handheld games, the sales figure was a mere 13 billion dollars in 2000 and this figure steadily increased and then reached a peak at nearly 18 billion dollars in 2006. Moreover, in the year 2000, console games generated almost 6 billion dollars, after which experienced a decline of 3 billion dollars by 2006. However, the trading of console games remained equal in 2003 and 2004, nearly 4 billion dollars.
In addition, the sales of online games sold in 2001 amounted to only 1 billion dollars and this figure was steadily expanded by 1 billion dollars till the year 2005 and climbed up by 9 billion dollars in 2006. Similarly, the pinnacle of mobile phone games was witnessed at the end of the period, reaching around 7 billion dollars. In contrast, the lowest sales of that game amounted to around 2 billion dollars in 2002.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 14
The main message is that sales for three out of the four categories of digital games climbed steadily each year. In addition, sales figures for handheld games remained significantly greater than those for any other type in nearly every year.
As for mobile phone and online games, they have quite similar outlines and only started to become popular in 2002, with global sales standing at about 1.5 billion dollars each at that time. Both experienced consistent growths over the next four years, ultimately reaching their peaks of eight and seven billion dollars respectively.
Comparing this to handheld and console games, at the beginning, worldwide sales of the first were 11 billion dollars, and then rose steadily as time went by, ultimately reaching 18 billion dollars, which was by far the highest point overall. The sales volume for console games, by contrast, started at a quite high level of six billion dollars; however, then, it decreased gradually throughout, finishing at its lowest point of three billion dollars.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 15
The bar chart compares the global turnover of four types of electronic games over the seven years from 2000 to 2006.
In 2000, handheld game sales were close to $10 billion, a figure that gradually rose to a peak of just under $18 billion. In contrast, with sales of $6 billion, console games were the second most popular games in 2000. Between 2000 and 2006, this figure continued to decline and reached its lowest point at less than $3 billion.
Global online and mobile game sales followed a similar pattern, with both sales figures growing significantly in the first 6 years. By the seventh year, sales revenue for both types of games exceeded $6 billion.
Overall, it can be seen that the sales of most of the digital games have increased, except for console games. Handheld games had the highest sales of all time during this period.
The bar graph shows the global sales (in billions of dollars) of different types of digital games - mẫu 16
The bar graph illustrates the world’s comprehensive sales of four digital games, namely mobile phone games, online games, console games and Handheld games, from 2000 to 2006.
Overall, a glance at the graph is enough to clarify that Handheld, online, and mobile games show a rising trend in the given frame. At the same time, console games show a decline in the same period.
To begin with, At the beginning time of the period, the highest number of games sold was handheld games, which was nearly 11 billion dollars. Moreover, in 2006 these games sold at an all-time high and sold 6 billion dollars more elevated compared to 2000. Online games sales started in 2001 with only 1 billion dollars, mobile phone games started in 2001 with only 1 billion dollars, and mobile phone games started their sale in 2002. It accounted for 2 billion dollars. In 2004, mobile phone and online game sales were the same, which was 4 billion dollars for each.
However, in 2000 the second highest sales were console games worldwide, but after that, this type of game lost its popularity, and this game showed a decline trend year by year. Moreover, this type of game faced the all-time lowest sales in 2006, which was only half of their beginning sale.
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