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The image shows a bar graph with sales revenue for four types of games, in billions, ranging from 0-18, between the years 2000-2006. In 2000, mobile phone games earned $2bn, online games $4bn, console games $6bn, and handheld games $3bn. In 2001, mobile games earned $3bn, online games $5bn, console games $10bn, and handheld games $4bn. In 2002, mobile games earned $5bn, online games $6bn, console games $12bn, and handheld games $5bn. In 2003, mobile games earned $6bn, online games $8bn, console games $14bn, and handheld games $8bn. In 2004, mobile games earned $8bn, online games $10bn, console games $16bn, and handheld games $10bn. In 2005, mobile games earned and console games earned $17bn each, online games earned $12bn, and handheld games $10bn. In 2006, mobile games earned $10bn, online games $11bn, console games $16bn, and handheld games $10bn.
Given the complexity of the image, the above description may not be entirely accurate.
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The given bar graph illustrates the international imports and sales (in a billion of dollars) of various kinds of digital games during the period of 2000 and 2006.
In terms of handhold games, the rate of sales during given time period increases from about 11 billion of dollars in 2000 to 18 billion of dollars in 2006. Furthermore, the sale of online in 2000 was zero, however its sale starts from 2001 about 1 billion of dollars and drastically rises up to year 2006, with approximately 9 billion of dollars.
On the other hand, the mobile phone games was launched in 2002 and its sale was begun with about 2. 5 billion of dollars in 2002 and dramatically raised nearly 6. 5 billion of dollars in 2006. However, in year 2002, the sale of console games was high (6 billion of dollars), then due to new launched digital games its marked declined day by day, and its sale was about 3 billion of dollars in year 2006.
Overall, the highest sale of digital games during given period was handhold games, whereas the market of other games was increased slightly. Furthermore, the sale of console games in the digital games market declined from 2002 to 2006.
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