You are going to learn about using inverted real and unreal conditionals, and using data to support opinions. You are then going to use these to write a short report about trends in the gaming industry.
In the podcast down below, I will go over a not-so-good writing task 1 (IELTS), which is a line graph. This is a task that’s based on facts rather than opinions, and I’ve written it out for you down below.
In 2010 people spent vastly more time on email and it accounted for over 50% of the time spent online. It continued to take the overwhelming majority of people’s time, as approximately twice as many hours were spent on email in comparison to all other activities until 2014. At this stage, a significant proportion of time was spent using social media. The rise in the number of hours spent on social media hours continued until 2016 when it flattened out at marginally more time than the hours spent on email. were this trend to continue, technology would likely play an increasingly important social role.
Perhaps the most significant change is the vastly increased number of hours spent gaming online. Between 2016 and 2018 the number of hours spent gaming roughly doubled to exceed ten hours per week. Proportionally speaking, online gaming was also increasing, whereas reading online newspapers only negligibly changed. although the graph does not state this, we could infer that this might be attributed to the increased bandwidth and better wireless technology that gaming requires. Should technology continue to accelerate in this way, physical games may become obsolete.