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IELTS Writing Task 2:
Video Games - Band 6.5 Sample with Full Breakdown

Get a Band 6.5 IELTS Writing Task 2 sample answer about video games. Learn key strategies for scoring and vocabulary to boost your score.

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Get a Band 6.5 IELTS Writing Task 2 sample answer about video games. Learn key strategies for scoring and vocabulary to boost your score.

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IELTS Writing Task 2: Video Games - Band 6.5 Sample with Full Breakdown

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The Prompt

Some people believe that video games are harmful to society. Others argue that they have educational benefits. Discuss both views and give your opinion.

Band 6.5 Model Answer

Video games have become a popular form of entertainment, but their impact on society is debated. Some people argue that video games are harmful, while others believe they offer educational benefits.

On one hand, video games can be harmful. Many games contain violent content, which can desensitize players to real-life violence. Additionally, excessive gaming can lead to addiction, causing players to neglect their responsibilities and social lives. For example, a study by the World Health Organization found that gaming disorder affects 3-4% of gamers worldwide. Furthermore, spending too much time playing video games can lead to health problems such as eye strain and poor posture.

On the other hand, video games can have educational benefits. Many games require strategic thinking and problem-solving skills, which can be applied in real-life situations. For instance, games like Minecraft encourage creativity and collaboration. Additionally, educational games can help students learn subjects like history, science, and mathematics in a fun and engaging way. According to a report by the Entertainment Software Association, 65% of teachers believe that video games can help students develop important skills.

In my opinion, the educational benefits of video games outweigh their potential harm. While it is important to be mindful of the content and time spent playing, video games can be a valuable tool for learning and development. Parents and educators should encourage responsible gaming and choose games that are age-appropriate and educational.

Scoring Breakdown

Task Response (TR): Band 6

  • Presents a clear position but develops it with some supporting ideas.
  • Addresses the task but may not fully extend or support ideas.

Coherence and Cohesion (CC): Band 6

  • Uses a mix of simple and complex sentence forms.
  • Uses cohesive devices but may not always use them appropriately.

Lexical Resource (LR): Band 6

  • Uses a mix of appropriate and less precise vocabulary.
  • Attempts to use less common vocabulary but with some inaccuracies.

Grammatical Range and Accuracy (GRA): Band 6

  • Uses a mix of simple and complex sentence forms.
  • Makes some errors in grammar and punctuation but they do not impede understanding.

Band 6.5 Vocabulary Highlights

  1. Debated (adj): Being discussed or argued about.
  • Example: The impact of video games on society is widely debated.
  1. Desensitize (v): To make someone less sensitive to something.
  • Example: Violent video games can desensitize players to real-life violence.
  1. Excessive (adj): More than is necessary or desirable.
  • Example: Excessive gaming can lead to addiction.
  1. Strategic (adj): Relating to the identification of long-term or overall aims and interests and the means of achieving them.
  • Example: Many video games require strategic thinking.
  1. Engaging (adj): Attracting or holding interest or attention.
  • Example: Educational games can help students learn in an engaging way.
  1. Responsible (adj): Having an obligation to do something, or having control over or care of someone.
  • Example: Parents should encourage responsible gaming.
  1. Age-appropriate (adj): Suitable for a particular age group.
  • Example: Choose games that are age-appropriate.
  1. Collaboration (n): The situation of two or more people working together to achieve the same thing.
  • Example: Games like Minecraft encourage collaboration.
  1. Neglect (v): To fail to care for properly.
  • Example: Excessive gaming can cause players to neglect their responsibilities.
  1. Posture (n): The way in which someone's body is positioned, especially when they are sitting or standing.
  • Example: Spending too much time playing video games can lead to poor posture.
  1. Valuable (adj): Worth a great deal; very useful or important.
  • Example: Video games can be a valuable tool for learning.
  1. Mindful (adj): Conscious or aware of something.
  • Example: It is important to be mindful of the content and time spent playing.
  1. Educational (adj): Relating to the process of receiving or giving systematic instruction, especially at a school or university.
  • Example: Educational games can help students learn subjects like history and science.
  1. Addiction (n): The fact or condition of being addicted to a particular substance or activity.
  • Example: Excessive gaming can lead to addiction.
  1. Creativity (n): The use of imagination or original ideas to create something; inventiveness.
  • Example: Games like Minecraft encourage creativity.
  1. Problem-solving (n): The process of finding solutions to difficult or complex issues.
  • Example: Many games require problem-solving skills.
  1. Content (n): The things that are contained by something, especially a collection or an area.
  • Example: Many games contain violent content.
  1. Real-life (adj): Existing or happening in reality.
  • Example: Violent video games can desensitize players to real-life violence.
  1. Health (n): The state of being free from illness or injury.
  • Example: Spending too much time playing video games can lead to health problems.
  1. Benefits (n): An advantage or profit gained from something.
  • Example: Video games have educational benefits.

Common Mistakes Students Make

  1. Lack of Clear Position: Some students present both views but fail to clearly state their opinion.
  2. Inadequate Development: Students may present ideas but fail to develop them with supporting details or examples.
  3. Poor Vocabulary Choice: Using vague or inappropriate vocabulary can lower the lexical resource score.
  4. Grammatical Errors: Making frequent grammatical errors can impede understanding and lower the grammatical range and accuracy score.
  5. Poor Organization: Failing to organize ideas logically can make the response difficult to follow and lower the coherence and cohesion score.

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