IELTS Writing Task 2: The impact of video games on children – Sample Essays Band 6-9 with Analysis

IELTS topic video games impact on children with essay samples

Introduction

The impact of video games on children appears frequently in IELTS Writing Task 2 because it connects technology, education, and parenting—three high-interest themes that exam writers love. Candidates are often asked to weigh potential harms (e.g., aggression, addiction, distraction from studies) against benefits (e.g., problem solving, teamwork, spatial skills). In this guide, you will learn how to analyze the question type accurately, avoid common pitfalls, and write essays that meet the criteria for Band 6, 7, 8, and 9. You will also get three model essays (Band 5-6, Band 6.5-7, Band 8-9) with scoring analysis, topic vocabulary, and high-scoring sentence structures.

Verified past-style questions on this topic include:

  • IELTS Liz (Computer Games Essay – verified practice question): “Some people think that computer games are bad for children while others believe that they are good. Discuss both views and give your opinion.”
  • IELTS-Blog (reported exam question): “Many parents believe that violent computer games have a negative effect on their children, while others think that they are harmless and help children relax. Discuss both views and give your opinion.”
  • British Council sample-style topic: computer games vs. physical activities (variants often appear in public practice materials): “Some people say that playing computer games is a waste of time and children should spend more time on sports. To what extent do you agree or disagree?”

For readers who want deeper context on behavioral research, a related overview of patterns and parental concerns is available here: The impact of video games on children’s behavior.

IELTS topic video games impact on children with essay samplesIELTS topic video games impact on children with essay samples

1. Question & Analysis

Some people argue that video games are harmful to children’s development, while others believe they can be beneficial. Discuss both views and give your own opinion.

  • Question type and requirements:

    • Type: Discuss both views + opinion.
    • You must present both sides fairly and clearly state your own opinion.
    • Provide balanced development with relevant examples and a clear conclusion.
  • Key terms:

    • Harmful/beneficial: academic, social, emotional, and physical dimensions.
    • Children’s development: cognitive skills, behavior, attention, social skills, physical health.
  • Common pitfalls:

    • Ignoring one side or writing a one-sided agree/disagree essay.
    • Overgeneralizing (e.g., “all games are violent”).
    • Listing without development (no explanation or example).
    • Weak opinion or opinion introduced too late.
  • Strategic approach:

    • Plan two body paragraphs: one for harms (e.g., aggression concerns, screen-time displacement), one for benefits (e.g., problem solving, collaboration in multiplayer games).
    • In the opinion, give a principled stance (e.g., conditional approval with age ratings, time limits, and genre selection).
    • Use precise topic vocabulary and cohesive devices.

To understand how gaming might shape peer interaction and cooperation, see a related discussion of social development here: impact of video games on children’s social skills

2. Band 8-9 Sample Essay

Band 8-9 essays are characterized by a clear, consistent position, sophisticated development, wide-ranging vocabulary, and flexible grammar with minimal errors.

Essay (approx. 300 words):
Parents and teachers increasingly debate whether video games damage or develop children. In my view, games can be positive tools when deliberately curated and time-limited, but they are harmful when violent or used without boundaries.

Critics argue that excessive gaming displaces sleep, homework, and exercise, thereby undermining academic progress and physical health. This concern is plausible; hours spent in front of a screen are hours not spent on reading, sports, or face-to-face interaction. Moreover, some fear that violent titles may desensitize children or normalize aggression. While causation is difficult to prove for every child, the combination of high arousal and repetitive violent content is clearly inappropriate for younger age groups.

Supporters, however, note real benefits. Puzzle and strategy games can sharpen spatial reasoning, working memory, and persistence, while collaborative online games can nurture teamwork and communication. For instance, students who co-design levels or solve time-bound quests often practice planning, negotiation, and feedback—skills that transfer to group projects at school. Additionally, educational games can make abstract ideas concrete, allowing children to manipulate variables rather than passively consume information.

On balance, the question is not whether games are good or bad, but how they are selected and supervised. Parents can set explicit time budgets, prioritize age-appropriate, non-violent titles, and pair gaming with real-world activities. Schools can integrate game-based learning in short, purposeful bursts, followed by reflection and offline practice. Under these conditions, video games are more likely to help than harm children’s development.

In conclusion, video games are a double-edged tool. With wise curation and limits, they can build cognitive and social skills; without them, they can erode healthy routines and model the wrong behaviors.

Band Score Analysis

Criteria Band Justification
Task Response 9 Fully addresses both views with a clear, qualified opinion. Ideas are extended with precise examples and conditions.
Coherence & Cohesion 8 Logical progression and clear paragraphing; diverse cohesive devices used naturally with no mechanical overuse.
Lexical Resource 9 Wide range (desensitize, spatial reasoning, curate) with accurate collocations and precise meaning.
Grammatical Range & Accuracy 8 Flexible complex structures, inversion avoided where unnecessary; minor slips, if any, do not impede clarity.

Why it excels (examples):

  • Clear conditional thesis (“when curated and time-limited”).
  • Balanced development of harms and benefits.
  • Topic-specific vocabulary used precisely (displaces, desensitize).
  • Concrete classroom-oriented examples.
  • Cohesive argument culminating in actionable recommendations.
  • Varied sentence structures including concessive and relative clauses.

To place this debate in a broader tech–society context, note how screen-based media shape relationships similarly to the broader theme in The effects of technology on social interaction.

3. Band 6.5-7 Sample Essay

Band 6.5-7 work is generally well-organized and relevant, with a clear position, adequate development, and some flexibility in vocabulary and grammar, though occasional awkwardness or minor errors may appear.

Essay (approx. 265 words):
People disagree about whether video games are harmful or helpful for children. I believe games can help learning and social skills if parents control time and choose appropriate content, but unregulated gaming often causes problems.

On the negative side, children who play for many hours can lose sleep and ignore homework. This makes them tired in class and weakens their concentration. Some games also include violence or bullying, which worries parents because children may copy what they see. Although not every child becomes aggressive, the risk is higher when a young child plays violent titles without guidance.

On the positive side, many games require attention, problem solving and cooperation. For example, team-based games encourage players to plan, divide roles, and communicate quickly. These skills are useful in school projects and even in future jobs. Educational games can also make boring topics more interesting. When children interact with numbers, shapes or historical scenarios, they may remember and understand better than by reading a textbook alone.

In my opinion, the key is to control time, genre, and purpose. If parents use age ratings and limit gaming to, say, an hour on school nights, and if they discuss the content with their children, most dangers can be reduced. Meanwhile, choosing puzzle or creative games gives children chances to think, create and collaborate.

To sum up, video games are neither purely good nor entirely bad. With rules and wise choices, they can support children’s development; without them, they easily become a distraction.

Band Score Analysis

Criteria Band Justification
Task Response 7 Addresses both views with a clear opinion; some points could be developed further with more specific evidence.
Coherence & Cohesion 7 Logical paragraphing and clear progression; linking is generally natural, minor repetition in cohesion.
Lexical Resource 7 Good range (cooperation, concentrate, interact) with mostly accurate use; a few generic phrases remain.
Grammatical Range & Accuracy 7 Mix of complex and simple sentences; occasional minor errors but overall control maintained.

Direct comparison with Band 8-9:

  • Thesis: Band 8-9 uses a conditional, nuanced thesis (“when curated and time-limited”); Band 7 uses a simpler but clear thesis.
  • Development: Band 8-9 includes precise processes (“plan, negotiation, feedback”) vs. Band 7’s broader descriptions.
  • Vocabulary: Band 8-9 employs advanced lexis (“desensitize,” “curated”); Band 7 uses correct but more general terms.
  • Cohesion: Band 8-9 varies referencing and transitions more flexibly.

For readers interested in health angles (sleep, sedentary time), consider that public health frameworks often guide screen-time choices; see parallels in The role of technology in public health.

4. Band 5-6 Sample Essay

Band 5-6 responses are generally understandable but may have uneven development, limited vocabulary, and noticeable grammar problems. The position may be unclear or insufficiently supported.

Essay (approx. 255 words):
Many people think video games are only bad for children, but other people say they have benefits. I think both are true, but it depends how much and what games they play.

Firstly, too much game time is make children tired and not focus on school. They also don’t doing sports, so health becomes worse. Some games are violent and children can copy the bad behavior which is damage to their mind. Parents are worry because kids sometimes shout and argue after playing, and homework is late.

However, some games are useful. Puzzle games teach children to thinkings fast and solve problems. Multiplayer games sometimes need teamwork and planning, and children can learn to communication with others. Also educational games can show history or science in a more easy way than books, so students remember better.

In my opinion, parents should limit time for gaming and choose games with good content. If a child plays maybe one hour per day and does homework first, the negative effects are small. Schools also can use games for learning sometimes, but not too long. So video games are not only bad or good; the result is according with how families and schools manage it.

In conclusion, I agree there are dangers, but if we control content and time, video games can help children to learn and enjoy.

Band Score Analysis

Criteria Band Justification
Task Response 6 Addresses both views and gives an opinion; development is basic with limited specificity.
Coherence & Cohesion 6 Generally logical but repetitive; simple links; limited referencing.
Lexical Resource 5 Frequent word form errors and limited range (“more easy,” “communication” as noun where verb needed).
Grammatical Range & Accuracy 5 Noticeable errors in verb forms, agreement, and prepositions; meaning usually clear but accuracy uneven.

Learning from Mistakes

Mistake Error Type Correction Explanation
is make children tired Verb form makes children tired Subject-verb agreement; “time” is singular and needs “makes.”
don’t doing sports Verb form don’t do sports Use base verb after auxiliary “do.”
can copy the bad behavior which is damage Word choice/grammar can copy bad behavior, which is damaging “Damaging” is the correct participle; drop unnecessary article.
thinkings fast Word form think fast “Thinking” is a gerund; here we need the base verb.
learn to communication Word form learn to communicate Verb form required after “to.”
more easy Comparative form easier Use the comparative adjective.
according with Preposition/phrase dependent on / according to how Correct collocation is “dependent on” or “according to.”

How to improve from Band 6 to 7:

  • Extend examples with specifics (name genres, describe a scenario).
  • Upgrade lexis (e.g., “disrupt,” “moderate,” “age-appropriate”).
  • Fix word-form and agreement errors.
  • Use a more nuanced thesis and vary linking phrases.

For cultural dimensions, similarities exist with how digital media affects traditions; see the broader perspective in The impact of technology on cultural heritage.

5. Essential Vocabulary

Word/Phrase Type Pronunciation Definition Example and Collocations
desensitize verb di-SEN-suh-tahyz reduce emotional responsiveness Violent content may desensitize children to aggression.
spatial reasoning noun SPEY-shuhl REE-zuh-ning ability to understand spatial relations Games can enhance spatial reasoning and coordination.
displacement noun dis-PLEYS-muhnt replacement of one activity by another Screen-time displacement of sleep is a concern.
age-appropriate adj EYJ-uh-PROH-pree-it suitable for a particular age Choose age-appropriate, non-violent titles.
collaborative adj kuh-LAB-uh-rey-tiv involving cooperation Collaborative games foster teamwork and planning.
impulse control noun IM-puhls kuhn-TROHL ability to manage urges Clear limits help children develop impulse control.
cognitive load noun KOG-ni-tiv lohd mental effort required to process info Excessive cognitive load can reduce learning.
sedentary adj SED-n-ter-ee involving little activity Sedentary gaming should be balanced with exercise.
moderation noun mod-uh-REY-shuhn balanced, average use Set gaming in moderation with time budgets.
curricular integration noun kuh-RIK-yuh-ler in-tuh-GREY-shuhn including in school curriculum Short, purposeful curricular integration can work.
to normalize verb NAWR-muh-lahyz make standard or usual Repeated exposure can normalize aggressive responses.
reflective debrief noun ri-FLEK-tiv dee-BREEF discussion after activity to reflect Use a reflective debrief after game-based tasks.
on balance phrase on BAL-uhns considering everything On balance, benefits outweigh risks with limits.
a double-edged tool idiom DUH-buhl-EDJD having both good and bad effects Video games can be a double-edged tool.
to cultivate verb KUHL-tuh-veyt develop or improve Certain games can cultivate persistence and focus.

6. High-Scoring Sentence Structures

  1. Complex subordination (Although/While/Whereas)
  • Formula: Although/While + clause, main clause.
  • Example: While causation is difficult to prove for every child, the combination of high arousal and repetitive violent content is clearly inappropriate.
  • Why it scores well: Balances nuance and control of concession.
  • Additional examples:
    • Although screen time can be relaxing, it may displace sleep.
    • Whereas some titles reward creativity, others reward impulsivity.
  • Common mistakes: Avoid comma splices; ensure subject-verb agreement in both clauses.
  1. Non-defining relative clauses
  • Formula: Main clause, which/whose + extra info, main clause.
  • Example: Puzzle games can sharpen spatial reasoning, which many teachers value in STEM subjects.
  • Why it scores well: Adds precise, non-essential detail smoothly.
  • Additional examples:
    • Cooperative quests build communication, which employers frequently demand.
    • Age ratings, which parents sometimes ignore, exist for a reason.
  • Mistakes: Do not omit commas; ensure the relative pronoun refers to the correct noun.
  1. Participle phrases
  • Formula: -ing/-ed phrase, main clause.
  • Example: Used without boundaries, games can erode healthy routines.
  • Why it scores well: Concise and formal; shows control of subordination.
  • Additional examples:
    • Prioritizing non-violent titles, parents reduce behavioral risks.
    • Left unchecked, gaming can crowd out homework.
  • Mistakes: Ensure logical subject reference to avoid dangling modifiers.
  1. Cleft sentences (It is/was X that…)
  • Formula: It is/was + focus + that + clause.
  • Example: It is parental supervision that determines whether gaming helps or harms.
  • Why it scores well: Emphasis structure for clear stance.
  • Additional examples:
    • It is time management that most families struggle with.
    • It is age-appropriate content that schools must prioritize.
  • Mistakes: Avoid overuse; keep the focus meaningful.
  1. Advanced conditionals (mixed/third)
  • Formula: If + past perfect, would + base (now result of past condition).
  • Example: If parents had curated content earlier, children would be less exposed to violent themes today.
  • Why it scores well: Demonstrates temporal nuance.
  • Additional examples:
    • If children had slept enough, they would concentrate better in class.
    • If schools integrated games purposefully, outcomes would likely improve.
  • Mistakes: Keep tense alignment consistent.
  1. Inversion for emphasis
  • Formula: Only when/Not until + auxiliary + subject + verb.
  • Example: Only when time limits are enforced do the benefits reliably outweigh the risks.
  • Why it scores well: Formal emphasis typical of high bands.
  • Additional examples:
    • Not until content is age-checked do problems tend to decline.
    • Rarely do violent games promote empathy.
  • Mistakes: Remember auxiliary inversion; avoid using with simple statements.

For a parallel look at tech’s broader social dynamics, this topic connects with The effects of technology on social interaction.

7. Self-Assessment Checklist

Before writing:

  • Identify question type (discuss both views + opinion?).
  • Decide on a clear, nuanced thesis.
  • Brainstorm two harms and two benefits with examples.
  • Select 4-5 topic-specific words to use naturally.

While writing:

  • State both views fairly before your opinion.
  • Develop each idea with a cause-result chain and a brief example.
  • Use varied linking (on the one hand; conversely; on balance).
  • Keep paragraphing consistent (Intro, BP1, BP2, Conclusion).

After writing:

  • Check that your opinion is explicit and consistent.
  • Remove repetition and replace generic words with precise vocabulary.
  • Correct common errors (agreement, word forms, articles).
  • Ensure 250+ words and a summarizing conclusion.

Time management tips:

  • 2–3 minutes: analyze and plan.
  • 25–28 minutes: write.
  • 4–5 minutes: proofread for accuracy and cohesion.

If you want a narrower focus on peer dynamics and empathy in gameplay, you may find this deep-dive helpful: impact of video games on children’s social skills.

Conclusion

The impact of video games on children is a classic IELTS Task 2 topic because it demands balanced reasoning, precise definitions, and practical solutions. Your path to higher band scores involves smart question analysis, a nuanced thesis, well-developed arguments on both sides, and accurate academic vocabulary. Use the Band 8-9 model to see how specificity, conditional reasoning, and cohesive argumentation lift your score, and rely on the Band 6.5-7 model as a realistic benchmark. With regular practice, targeted feedback, and conscious error correction, most students can move up one band in 6–8 weeks. Try writing your own essay using the selected prompt, and share it for peer review. For readers comparing behavioral outcomes across tech domains, a useful companion is this overview: The impact of technology on cultural heritage. Finally, to link gaming habits with broader wellbeing guidance, you can also explore: The role of technology in public health.

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