The charts below show the proportion of people’s total spending on different
commodities and services in a particular European country in 1998 and 2008.
Write at least 150 words.
WRITING TASK 2
You should spend about 40 minutes on this task
Write about the following topic:
The availability of entertainment such as video games on handheld devices is harmful to individuals and to the society they live in. To what extent do you agree and disagree?
Give reasons for your answer and include any relevant examples from your own knowledge or experience.
Write at least 250 words.
WRITING TASK 1
The charts give information about how people in a European country spent their money
on different commodities and services in 1998 and 2008.
In general, the proportions of expenditure on electronic goods and clothing were the
highest in both surveyed years. Additionally, most of the given categories saw a decrease
in their figures, while the expenses for clothing and electronic goods occupied larger
proportions of people’s spending.
In 1998, 16% of people’s budget was spent on electronic goods, which was 4% higher
than the percentage spent on clothing. Meanwhile, the amount of money spent on
holidays and eating out accounted for 8% and 6% respectively. Only 3% of people’s
expenditure was used to purchase newspapers and magazines, and an additional 3% for
going to the cinema.
The proportion of money spent on clothing rose by 6% in 2008, while that of electronic
goods saw a 4% growth. In contrast, the percentage of expenditure used for taking
holidays dropped to 5%, while that of eating out remained unchanged. Notably, people
reduced their spending on newspapers and magazines, and going to the cinema, down
to 1% for each.
(186 words – Band 8.5)
WRITING TASK 2
The increasing popularity of entertainment on portable devices is believed to have a
negative effect on individuals and society. In my opinion, I think this development has
both benefits and drawbacks.
To begin with, the availability of entertainment on handheld devices is advantageous in
many ways. From an individual perspective, video games and other types of entertainment serve as excellent relaxation tools for people who suffer from high levels of work-related stress. These convenient sources of entertainment allow people to destress whenever they want, either during breaks or after a long day at work, without having any impact on their productivity. Also, many mobile games help to create global communities for people sharing the same interests. For example, PUBG mobile has successfully hosted international events and competitions, and thus connected millions of players together from all around the world.
Beneficial as it may be, entertainment on handheld devices can bring about several
negative impacts. Since video games are addictive, many young people these days spend
too much time on their devices, and therefore isolate themselves from their families and
friends. This lack of face-to-face interaction not only hurts many real-life relationships
but also increases the risk of mental health issues among the youth. In addition, when
people waste large amounts of time on video games, they tend to be less physically
active, which can eventually lead to a society of people leading sedentary lifestyles.
Lack of exercise over a long period of time makes people vulnerable to metabolic diseases such as obesity, causing the deterioration of health and burdening a country’s
healthcare system.
In conclusion, although the accessibility of entertainment on portable devices can result
in many health risks, they can also be effective stress relievers for many people, and
encourage the networking of like-minded individuals across the globe.
(299 words – Band 8.0)