Income generated from four different gaming categories between 2000 and 2006
The following chart shows the information about the income generated from four categorical games from 2000 to 2006.
Summarise the information by selecting and reporting the main features, and make comparisons where relevant. Write at least 150 words.
- Mobile Phone Games
- Online Games
- Console Games
- Handheld Games
View the data
| 2000 | 2001 | 2002 | 2003 | 2004 | 2005 | 2006 | |
|---|---|---|---|---|---|---|---|
| Mobile Phone Games | 0 | 0 | 1 | 3 | 4 | 6 | 7 |
| Online Games | 0 | 0.5 | 1 | 2.5 | 4 | 5.5 | 9 |
| Console Games | 6 | 5.5 | 5 | 4.5 | 4.5 | 3.5 | 3 |
| Handheld Games | 11 | 12.5 | 14.5 | 15 | 15.5 | 15.5 | 18 |
Chart redrawn by BandLadder from the data in the original IELTS practice task. Many IELTS practice tasks come from the Cambridge IELTS series (Cambridge University Press & Assessment); all rights in the original tasks remain with their owners.
Band 8 sample answer
The bar chart illustrates the revenue generated by four distinct gaming sectors—mobile, online, console, and handheld—between 2000 and 2006. Overall, handheld games remained the dominant revenue source, showing a steady upward trend, whereas console games experienced a gradual decline. Meanwhile, mobile and online gaming sectors saw substantial growth, particularly in the latter half of the period.
Handheld games began at $11 billion in 2000 and climbed steadily to reach $18 billion by 2006. In contrast, console games started at $6 billion and followed a downward trajectory, finishing at $3 billion in 2006. This indicates a clear shift in consumer preference away from traditional console platforms toward handheld devices.
Mobile phone and online games were virtually non-existent in 2000. However, both sectors grew rapidly from 2002 onwards. Mobile phone games rose from $1 billion in 2002 to $7 billion by 2006. Similarly, online games increased from $1 billion in 2002 to $9 billion in 2006, overtaking mobile games in the final year. By 2006, online gaming had become the second most lucrative category, reflecting the rapid expansion of digital connectivity during this six-year timeframe.
183 words. Every figure in the answer comes from the chart above.
How to write about bar charts
- Compare the biggest and smallest bars before anything else.
- If the bars show years, describe change; if they show places, describe rank.
- Round sensibly and say 'just over' or 'nearly' rather than guessing decimals.
- trajectory
- The path or direction something follows over time
- lucrative
- Producing a great deal of profit or money
- negligible
- So small or unimportant as to be ignored
- upward trend
- A general direction in which something is increasing
- substantial
- Of considerable importance, size, or worth
- distinct
- Recognizably different in nature from something else
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Frequently asked questions
What should the overview say?
Handheld games consistently generated the highest revenue throughout the period, while mobile and online games experienced significant growth after starting from negligible levels.
How long should an IELTS Task 1 answer be?
At least 150 words; 170 to 200 is the safe range. Spend about 20 minutes on it and leave 40 for Task 2, which carries twice the marks.
How do I describe bar charts?
Compare the biggest and smallest bars before anything else. If the bars show years, describe change; if they show places, describe rank. Round sensibly and say 'just over' or 'nearly' rather than guessing decimals.
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