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Homework 2

The bar graph illustrates global sales of digital games from 2000 to 2006, showing that handheld games remained the most popular, increasing from 10 billion to nearly 18 billion dollars, while console games declined from 6 billion to under 3 billion dollars. Online and mobile phone games saw significant growth, reaching approximately 7 and 9 billion dollars by 2006. Additionally, a separate analysis of UK students in 2008 revealed that further study was the most common activity, while voluntary work had the lowest participation rates.

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0% found this document useful (0 votes)
3 views5 pages

Homework 2

The bar graph illustrates global sales of digital games from 2000 to 2006, showing that handheld games remained the most popular, increasing from 10 billion to nearly 18 billion dollars, while console games declined from 6 billion to under 3 billion dollars. Online and mobile phone games saw significant growth, reaching approximately 7 and 9 billion dollars by 2006. Additionally, a separate analysis of UK students in 2008 revealed that further study was the most common activity, while voluntary work had the lowest participation rates.

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langtu_timtrang
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© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd

The bar graph shows the global sales (in billions of dollars) of different types of digital

games between 2000 and 2006.

The information about worldwide purchase of video games for four different platforms
including mobile phones, online, consoles and handheld device between 2000 and 2006 is
revealed in the bar chart.

In general, it is clear that most of the types of digital games witnessed an upward
tendency, except for console games. Handheld games were always the most favorite
choice of players in every year.

The figure for handheld games stood at about 10 billion dollars in 2000 and then it rose
gradually to slightly under 18 billion dollars, which was the highest number in 2006. By
contrast, console games were the second most popular games in 2000, at 6 billion dollars
purchase figures. However, from 2000 to 2006, the number of console games transactions
declined steadily to its lowest point of less than 3 billion dollars.
Global sales for online games and mobile phone games followed a similar tendency with
both sales numbers increased significantly between 2001 and 2006. By the seventh years,
sales revenues for online games and mobile phone games were about 7 and 9 billion
dollars respectively.
WC: 180ws.
The figures for different activities, except full-time work, which the graduate and
postgraduate students in the UK often did in 2008 namely part-time work, voluntary
work, further study and unemployment are described in the two bar charts.
Overall, it is clear that most of those students continued their study by learning further
whereas voluntary activity recorded by far the lowest attendees in 2008.

As can be seen in the graph, nearly 30000 graduate students and 2725 undergraduate
students in the UK in 2008 chose further study to do, made it become most popular
choice amongst the others activities. In contrast, voluntary work recorded a lowest
number of both of kinds of students, with 3500 and 345 students respectively.

Furthermore, the figure of part-time work was higher unemployment for both graduate
and undergraduate students in 2008. There were 17735 graduate students and 2535
undergraduate students chose part-time work to do whereas those of number for
unemployment are 16235 and 1625 respectively.

WC: 160ws.

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