The Global Sales of Different kinds of Digital Games from 2000 to 2006 IELTS Writing Task 1

Sayantani Barman

Dec 12, 2022

The Global Sales of Different kinds of Digital Games from 2000 to 2006 IELTS Writing Task 1 sample Answer is given below. The graph provides detail associated with the global sales of different kinds of digital games from 2000 to 2006. Candidates are to describe the data with the inclusion of technical terms within the 150 words essay.

IELTS writing task 1 requires candidates to write a summary or overview based on a diagram, a table, a line graph, or a bar graph in at least 150 words. IELTS academic writing task 1 is a writing task for 150 words. Candidates are given 20 minutes and are required to write a summary for IELTS Academic writing task 1. IELTS writing score is marked based on band scores. The band scores range from 0 to 9. Meanwhile, candidates might consider practicing from IELTS writing practice papers to help excel your writing skills.

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Topic: The chart below shows the global sales of different kinds of digital games from 2000 to 2006. Write a report.

Band 8 IELTS Answer

The bar graph displays, from 2000 to 2006, the global sales of four main kinds of video games. Overall, it is evident that the number of handheld games sold rose within the time frame. Contrarily, console games displayed a falling tendency over the selected period. The year with the very highest sales in comparison to other years was 2006, when sales of portable games peaked at almost 18 billion dollars.

Only 13 billion dollars worth of handheld gaming sales were made in 2000, but during the ensuing years, this figure rose quickly. Additionally, records show that console sales topped in 2000 at about $6 billion before declining by $3 billion by 2006. In spite of this, the amount of money being spent on console games between 2003 and 2004 stayed the same at little under $4 billion. Additionally, sales of internet games totaled just $1 billion in 2001. Sales of these games continued to rise steadily by $1 billion from that moment on until 2005, when they grew by $9 billion.

Mobile phone games experienced the highest sales at the end of the period, similar to online games. Totaling more than $7 billion, which was a considerable amount in comparison to prior years. However, in 2002, that game only generated a tiny portion of that revenue—possibly around $2 billion.

Band 7 Answer

The bar graph shows the global sales of four major gaming platforms sold on mobile phones, the internet, consoles, and portable devices between 2000 and 2006. The figures are expressed in billions of dollars. Overall, handheld games consistently outperformed the competition. With a turnover that was at least twice as high as that of the year's second best-selling category. However, year after year, console games saw a decline in market share while the other two categories saw increases.

With sales of slightly under $12 billion for handheld and console games, respectively, in 2000, the former was the market leader. While the latter's figure was around half that amount. The sales of handheld games gradually increased over the course of the following six years, finally reaching a high of about $18 billion. Conversely, console game sales fell over the same time period and peaked in 2006 at $3 billion, which was their lowest level ever. As we turn our attention to online and mobile phone games, we can see that they weren't very well received. Especially when they were first brought to the market (in 2001 and 2002, respectively), as evidenced by their low initial revenue estimates of under $3 billion. Nevertheless, during the following years, both businesses saw a steady rise in their sales figures. With total revenue of approximately $9 billion in 2006, the former became the second best-selling game category. And the latter came in second with a revenue of around $7 billion.

Band 7.5 Answer

From 2000 to 2006, the sales of handheld, console, web, and mobile games worldwide are depicted in the bar graph. Billions of dollars are used as the unit of measurement. Overall, it is clear that from the first year until the last, the sale of handheld games remained strong among these titles. In contrast to console games, which exhibited a negative tendency, mobile phone games, online games, and handheld games all witnessed growth.

Online games were preceded by mobile phone games as the only genres with data from the first two years. In 2001, the first billion dollars worth of internet games were sold. Next, their sales grew significantly during the following time. Both games sold about 2 and 4 billion dollars each in 2002 and 2004, respectively, keeping the sales levels constant. The revenue from mobile game sales increased by $3 billion, and in 2006, the revenue from online game sales topped $10 billion. While handheld game sales continuously climbed for the duration of the decade, console game sales eventually declined. Around 6 billion dollars' worth of video games were sold on consoles in 2002. But portable game sales more than doubled those of console games during that same time. The console games saw sales drop to half of what they had been in the previous year. However, sales of handheld devices hit 18 billion dollars in 2006.

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*The article might have information for the previous academic years, please refer the official website of the exam.

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