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.
Sample Band 8.5
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.
TR: 9.0 CC: 9.0 LR: 8.0 GRA: 8.0
Estimated Band Score: 8.5
TASK 2: Entertainment
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?
Sample Band 8.5
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.
TR: 7.0 CC: 8.0 LR: 8.0 GRA: 9.0
Estimated Band Score: 8.0
- Relaxation tools /stress relievers: công cụ giải trí/ xả stress
- Face-to-face interaction: tương tác trực tiếp
- A society of people leading sedentary lifestyles: một xã hội của những người với lối sống thụ động
- Make people vulnerable to: làm ai đó trở nên dễ bị ảnh hưởng bởi điều gì đó không tốt
- Deterioration of health: sự xuống cấp tình hình sức khoẻ