The global sales (in billions of dollars) of different types of digital games between 2000 and 2006

IELTS Academic Writing Task 1 - Bar Graph

 

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IELTS Writing Task 1 Question

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.

Common Questions for the Bar Graph

1. Graph Type: Bar Chart

2. Title: Global Sales of Different Types of Digital Games (2000–2006)

3. What are the units of measurement?: Sales in billions of dollars

4. Who: Types of digital games (mobile, online, console, hand-held)

5. When: 2000 to 2006

6. Where: Global

7. Topic: Trends in global sales of digital games

Comparison Showing and Trends

Comparison 1: Hand-held Games

  • Details:
  1. Consistently dominated the market.

2. Sales increased from $11 billion in 2000 to $17 billion in 2006.

Comparison 2 : Console Games

  • Details:
  1. Sales began at $6 billion in 2000 but declined steadily to $2.5 billion by 2006.

 

Comparison 3: Emerging Markets (Mobile and Online Games)

  • Details:

   1. No sales in 2000, but mobile and online games gained popularity by 2003, reaching $3 billion.

2. In 2006, online games ($9 billion) surpassed mobile games ($7 billion).

 

Sample Answer

The bar chart illustrates the global sales of four types of digital games-hand-held, mobile, online, and console—between 2000 and 2006.

Overall, hand-held games consistently outperformed other types, while online and mobile games gained momentum, reflecting the growing diversification of the digital gaming market. Console games, however, saw a steady decline in popularity over the years.

In 2000, hand-held games dominated the market with sales of $11 billion, while console games accounted for just under $6 billion. Mobile and online games had no sales recorded in this year. Over the next three years, hand-held game sales increased to approximately $15 billion, while console game sales dropped to $4 billion. By 2003, mobile and online games had entered the market, each generating $3 billion in sales.

By 2006, hand-held games peaked at $17 billion, maintaining their lead. Online and mobile games experienced rapid growth, reaching $9 billion and $7 billion, respectively. In contrast, console game sales continued to decline, hitting their lowest point of $2.5 billion.

Top 26 Vocabularies

 

Vocabulary (type)

Type

Meaning Synonyms Examples
Dominate 

verb

To have control or the largest share Lead, Prevail Hand-held games dominated the market throughout the period.
Turnover 

noun

Total sales revenue Revenue, Earnings The turnover for online games increased significantly by 2006.
Momentum 

noun

The force or speed gained by a trend Growth, Progress Online games gained momentum after 2003.
Decline 

Verb/ noun

To decrease or reduce Drop, Reduction Console games saw a steady decline in sales.
Peak 

Verb/ noun

To reach the highest point Summit, Climax Hand-held games peaked at $17 billion in 2006.

Illustrates

Verb

To explain or make something clear with visuals or examples

Depicts, Demonstrates

“The bar chart illustrates the global sales of digital games between 2000 and 2006.”

Diversification

Noun

The process of becoming more varied or diverse

Variety, Expansion

“The gaming market showed diversification with the rise of mobile and online games.”

Outperformed

Verb

To perform better than others

Surpassed, Excelled

“Hand-held games outperformed mobile and console games in sales.”

Entered

Verb

To begin participating or becoming part of something

Arrived, Came in

“Mobile and online games entered the market by 2003.”

Generation

Noun

The total amount of sales or output produced

Creation, Production

“Mobile games generated $3 billion in sales by 2003.”

Peaked

Verb

To reach the highest level or point

Climbed, Reached

“Hand-held games peaked at $17 billion in 2006.”

Rapid

Adjective

Occurring quickly or at a fast pace

Swift, Quick

“Online and mobile games experienced rapid growth by 2006.”

Maintain

Verb

To continue at the same level or rate

Sustain, Keep

“Hand-held games maintained their lead throughout the period.”

Contrast

Verb/Noun

To show differences when compared to something else

Differ, Disagree

“In contrast, console game sales dropped steadily over the years.”

Significant

Adjective

Having a large impact or effect

Important, Major

“The increase in mobile game sales was significant by 2006.”

Recorded

Verb

To capture data or sales numbers

Logged, Registered

“Mobile and online games had no sales recorded in 2000.”

Consistently

Adverb

Happening in the same way over a period of time

Steadily, Reliably

“Hand-held games consistently led in sales during this period.”

Steady

Adjective

Continuing without interruption or change

Constant, Unchanging

“Console games saw a steady decline in sales from 2000 to 2006.”

Climax

Noun

The highest or most intense point

Peak, Apex

“The sales of hand-held games reached their climax in 2006.”

Sales

Noun

The exchange of goods or services for money

Transactions, Revenue

“The total sales of digital games grew each year from 2000 to 2006.”

Reflection

Noun

The act of showing or indicating something clearly

Indication, Demonstration

“The growth of online games is a reflection of the digital gaming market’s change.”

Shift

Noun

A significant change in direction or position

Change, Alteration

“There was a noticeable shift in the sales from console games to mobile and online games.”

Sustained

Verb

To maintain at a certain level

Continued, Supported

“The hand-held games sustained their dominance over the years.”

Declining

Verb/Adjective

Becoming less in amount, importance, or value

Decreasing, Dropping

“Console game sales were declining, reaching their lowest point by 2006.”

Revenue

Noun

The total income generated from sales

Earnings, Income

“Mobile games saw a rise in revenue, reaching $7 billion in 2006.”

Gained

Verb

To acquire or increase in amount or value

Increased, Grew

“Mobile and online games gained momentum from 2003 onward.”

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