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The image depicts a bar graph illustrating global sales in billions of dollars for digital games from 2000 to 2006, broken down by game types: mobile phone, online, console, and handheld. In 2000, console games were at $6 billion, handheld games at $11 billion, with mobile and online games at $0. In 2001, console games hit $5 billion, handheld games reached $12 billion, with no sales for mobile and online games. In 2002, console games were at $6 billion, handheld at $13 billion, online games started at $1 billion, and mobile games at $0.1 billion. In 2003, console games reached $5 billion, handheld $14 billion, online games $1.5 billion, and mobile phone games $0.4 billion. In 2004, console games rose to $7 billion, handheld maintained $14 billion, online games reached $3.5 billion, and mobile games $1 billion. In 2005, console games were $8 billion, handheld $15 billion, online games $6 billion, and mobile phone games $4 billion. In 2006, console games reached $10 billion, handheld games $18 billion, online games $9 billion, and mobile games $7 billion.
Given the complexity of the image, the above description may not be entirely accurate.
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The bar chart illustrates the worldwide sales (in billions of dollars) of four types of online games from 2000 to 2006
Overall, despite the decreasing sales in the Console Games, there were an increasing trend of sales for all types of games which are displayed on the bar chart over the period. Headline Games experience the highest sales each year among the others during the period between 2000 and 2006.
According to the data, if we look at the detail, Headline Games witnessed the highest sales among other by gaining around 12 billion dollars in 2000 to about 18 billion dollars at the end of the period. Following this, Online Games and Mobile Phone Games saw rising trend of sales from 2000 to 2006 by achieving almost 10 billion dollars over the period.
In contrast, Console Games decrease marginally from around 6 billion dollars in 2000 to almost 3 billion dollars over the six-years period, making its the only one digital games experienced downward tren over the period
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