雅思小作文解析及范文:游戲銷量對(duì)比
2024-05-30 11:25:39 來(lái)源:中國(guó)教育在線
4月24日雅思小作文解析及范文:游戲銷量對(duì)比,很多同學(xué)對(duì)于這個(gè)問(wèn)題有疑問(wèn)和不解,那么下面就跟著中國(guó)教育在線的小編詳細(xì)了解一下吧。
餅狀圖
The graphs below show information about electronic games in South Korea in 2003.
Summarise the information by selecting and reporting the main features, and make comparisons where relevant.
題目來(lái)源:2021年4月24日大陸雅思小作文
題目大意
下面的圖表顯示了2003年韓國(guó)的游戲銷量在不同性別和年齡的對(duì)比,以及不同游戲的銷量。
高分范文示例
開(kāi)始段 - 改寫題目:
The three pie chars illustrate the information about electronic gamers and best-selling games in South Korea in 2003.
概述段:最受歡迎的年齡段、男性玩家多于女性、最受歡迎的游戲類型
Overall, electronic games were most popular with 18-to-35-year-old young people and the number of male game players was much larger than that of their female counterparts. Moreover, action games were the top-selling games of the year .
細(xì)節(jié)段-1:年齡和性別分別的人數(shù)占比
It is clear from the first diagram that people aged between 18 and 35 years old accounted for the largest proportion of total game players at 42%, followed by under-18s ( 35%) and over-35s (23%). The graph shows that gender-wise, males far outnumbered females, constituting the large majority (72%) of the total electronic game consumers.?
細(xì)節(jié)段-2:不同類型的游戲銷量占比描述
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