The Chart Below Shows the Global Sales of Different Kinds of Digital Games From 2000 to 2006.

Sample Response

1

Overall, handheld games generated the highest salescontributed the most and rose steadilyhad a steady increase throughout. The figure for console games kept declining, whereas those for online and mobile games continuedfigures for console games kept reducing whereas that of online and mobile games continued to grow from their introductioninception in 2001 and 2002 respectively, to the end of the period.

2

With regardregards to handheld games, sales initially stood at about $11 billion in 2000the initial figure was about $11billion in 2000 and rose continuouslysaw a continuous growth until 2004 whenwhere 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 sales of online and mobile phone gamesamounts 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.

3

Console game salesRevenue from console games in 2000in the year 2000 stood at $6billion, just over half the figure for handheld gamesover half of that of handheld games in the same year. However, the figure then declined graduallythe subsequent years witnessed a gradual decline until 2003, then levelled off the following yearuntil 2003 where it levelled off in the next year, and then continued to fallyet afterwards continued its fall into 2006 where sales generated only amounted to about $3billion- a 50% reduction of the initial figure.

Overall assessment

Why this response received Band 6.5

The response provides a clear overview and organizes the main trends into a readable account, with generally accurate coverage of handheld and console game sales. Its main weakness is the confused final comparison between online and mobile games, including an incorrect reference to 2006 and an inaccurate figure. Prioritize checking every comparison against the chart and expressing the final-year gap precisely.

Band score breakdown

IELTS Writing Criteria Scores

TA

Task Achievement

6.5
Scoring rule

A clear overview and several accurate figures cover the main trends, but the final comparison of online and mobile games is materially inaccurate.

Next step

Verify the 2006 values and state that online games reached about $9 billion, roughly $2 billion more than mobile games.

CC

Coherence and Cohesion

7.0
Scoring rule

The response progresses logically from an overview to grouped details, although one long comparison sentence becomes difficult to follow.

Next step

Separate multi-year comparisons into shorter sentences so each trend and reversal has an unmistakable reference.

LR

Lexical Resource

6.5
Scoring rule

There is sufficient range for describing trends and revenue, but phrases such as money gotten and figures kept reducing are unnatural or imprecise.

Next step

Use standard chart language such as revenue from, sales declined, and exceeded to make comparisons more precise.

GRA

Grammatical Range and Accuracy

6.5
Scoring rule

A mix of simple and complex structures conveys meaning clearly, despite recurring problems with agreement, reference, and clause control.

Next step

Check plural agreement and replace misplaced relative adverbs such as where with time expressions such as when or in which year.

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IELTS Academic Writing Task 1

The Chart Below Shows the Global Sales of Different Kinds of Digital Games From 2000 to 2006.

Your response

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