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IELTS Writing Task 2:
Video Games - Band 7.5 Sample with Full Breakdown

Get a Band 7.5 IELTS Writing Task 2 sample answer on video games with scoring breakdown, vocabulary, and common mistakes to avoid.

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Get a Band 7.5 IELTS Writing Task 2 sample answer on video games with scoring breakdown, vocabulary, and common mistakes to avoid.

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IELTS Writing Task 2: Video Games - Band 7.5 Sample with Full Breakdown

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The Prompt

Some people believe that video games are harmful to society, while others argue that they have positive effects. Discuss both views and give your opinion.

Model Answers

Band 6.0 Answer

The negative effects of video games are well-known. They can cause addiction and lead to poor academic performance. Moreover, violent games may encourage aggressive behavior in children. On the other hand, video games can improve hand-eye coordination and problem-solving skills. In my opinion, the negative effects outweigh the positive ones.

Scoring Breakdown

  • Task Response (TR): 5.0 - Presents a position but with limited development and some irrelevant points.
  • Coherence and Cohesion (CC): 5.5 - Ideas are logically ordered but with some abrupt transitions.
  • Lexical Resource (LR): 5.5 - Uses some appropriate vocabulary but with frequent errors in word choice and collocations.
  • Grammatical Range and Accuracy (GRA): 5.5 - Sentences are mostly simple with some complex structures that contain errors.

Band 7.0 Answer

Video games have become a contentious issue in modern society. Critics argue that excessive gaming can lead to addiction, social isolation, and poor health. For instance, spending long hours playing games can result in a sedentary lifestyle, contributing to obesity. Additionally, violent video games have been linked to increased aggression in players. However, proponents of video games contend that they offer numerous benefits. They can enhance cognitive skills, such as problem-solving and strategic thinking. Furthermore, multiplayer games foster teamwork and communication skills. In my view, while video games have some drawbacks, their positive impacts should not be overlooked.

Scoring Breakdown

  • Task Response (TR): 6.5 - Presents a clear position with relevant examples and some development.
  • Coherence and Cohesion (CC): 6.5 - Ideas are logically ordered with appropriate use of cohesive devices.
  • Lexical Resource (LR): 6.5 - Uses a mix of appropriate vocabulary with some less common lexical items but occasional errors.
  • Grammatical Range and Accuracy (GRA): 6.5 - Uses a mix of simple and complex sentence forms with some errors.

Band 7.5 Answer

The debate surrounding the impact of video games on society has intensified in recent years. Opponents of video games argue that they can lead to addiction, social withdrawal, and poor academic performance. For example, a study conducted by the University of Oxford found that excessive gaming can result in decreased academic achievement. Furthermore, violent video games have been criticized for promoting aggressive behavior among young players. On the other hand, supporters of video games highlight their educational and cognitive benefits. Games like Minecraft encourage creativity and problem-solving skills, while strategy games improve critical thinking and planning abilities. In my opinion, video games can be beneficial if played in moderation and with the right guidance.

Scoring Breakdown

  • Task Response (TR): 7.0 - Presents a clear position with relevant examples and logical development.
  • Coherence and Cohesion (CC): 7.0 - Ideas are logically ordered with effective use of cohesive devices.
  • Lexical Resource (LR): 7.5 - Uses a range of vocabulary with some less common lexical items and occasional errors.
  • Grammatical Range and Accuracy (GRA): 7.5 - Uses a mix of simple and complex sentence forms with some errors but generally effective communication.

Band 8.0 Answer

The role of video games in contemporary society is a topic of much debate. Detractors argue that video games can have detrimental effects on individuals and society as a whole. Excessive gaming can lead to addiction, social isolation, and poor physical health. For instance, a report by the World Health Organization recognized gaming disorder as a mental health condition. Moreover, violent video games have been linked to increased aggression and desensitization to violence. Conversely, proponents of video games assert that they offer numerous advantages. Educational games can enhance learning outcomes, while strategy games can improve cognitive skills such as problem-solving and critical thinking. In my view, video games can be a valuable tool for education and entertainment, provided they are used responsibly.

Scoring Breakdown

  • Task Response (TR): 8.0 - Presents a clear position with relevant examples and thorough development.
  • Coherence and Cohesion (CC): 8.0 - Ideas are logically ordered with effective use of cohesive devices and clear progression.
  • Lexical Resource (LR): 8.0 - Uses a wide range of vocabulary with some less common lexical items and occasional errors.
  • Grammatical Range and Accuracy (GRA): 8.0 - Uses a mix of simple and complex sentence forms with some errors but generally effective communication.

Vocabulary Highlights

  1. Contentious (adj.) - causing or likely to cause disagreement or argument.
  • Example: The issue of video games is highly contentious among educators.
  1. Sedentary (adj.) - involving little exercise or physical activity.
  • Example: A sedentary lifestyle can lead to various health problems.
  1. Cognitive (adj.) - relating to mental processes such as thinking, understanding, and learning.
  • Example: Video games can enhance cognitive skills like problem-solving.
  1. Proponents (n.) - a person who supports or advocates a particular cause, idea, or policy.
  • Example: Proponents of video games highlight their educational benefits.
  1. Detractors (n.) - a person who disparages someone or something.
  • Example: Detractors argue that video games promote aggressive behavior.
  1. Desensitization (n.) - the diminishing of emotional responsiveness to a negative or aversive stimulus after repeated exposure to it.
  • Example: Violent video games can lead to desensitization to real-life violence.
  1. Valuable (adj.) - having considerable monetary or intrinsic value.
  • Example: Video games can be a valuable tool for education.
  1. Responsibly (adv.) - in a way that is consistent with an appropriate sense of responsibility.
  • Example: Video games should be used responsibly to maximize their benefits.
  1. Intensified (v.) - to make or become more intense.
  • Example: The debate surrounding video games has intensified in recent years.
  1. Moderation (n.) - the avoidance of excess or extremes, especially in behavior or expression.
  • Example: Video games can be beneficial if played in moderation.
  1. Guidance (n.) - the action or process of advising or directing someone.
  • Example: Video games should be played with the right guidance.
  1. Enhanced (v.) - to increase or improve in value, quality, or extent.
  • Example: Educational games can enhance learning outcomes.
  1. Critical Thinking (n.) - the objective analysis and evaluation of an issue or situation in order to form a judgment.
  • Example: Strategy games improve critical thinking skills.
  1. Planning (n.) - the process of making plans for something.
  • Example: Video games can improve planning abilities.
  1. Addiction (n.) - the fact or condition of being addicted to a particular substance or activity.
  • Example: Excessive gaming can lead to addiction.
  1. Withdrawal (n.) - the action or process of withdrawing or being withdrawn from a place or situation.
  • Example: Video games can lead to social withdrawal.
  1. Academic Achievement (n.) - the level of success achieved by a student in their studies.
  • Example: Excessive gaming can result in decreased academic achievement.
  1. Creativity (n.) - the use of imagination or original ideas to create something; inventiveness.
  • Example: Minecraft encourages creativity.
  1. Problem-Solving (n.) - the process of finding solutions to problems.
  • Example: Video games can improve problem-solving skills.
  1. Mental Health (n.) - a person's condition with regard to their psychological and emotional well-being.
  • Example: Gaming disorder is recognized as a mental health condition.

Common Mistakes to Avoid

  1. Overgeneralizing: Avoid making sweeping statements without supporting evidence. For example, instead of saying "Video games are bad," specify which aspects are harmful and why.
  1. Ignoring the Task: Ensure that you address both sides of the argument as instructed. Failing to do so can result in a lower Task Response score.
  1. Poor Vocabulary Choices: Avoid using vague or inappropriate vocabulary. For example, instead of saying "Video games are fun," use more precise language like "Video games can be entertaining and engaging."
  1. Grammatical Errors: Pay attention to subject-verb agreement, tense consistency, and sentence structure. Common errors include using the wrong tense or mixing singular and plural subjects.
  1. Lack of Cohesion: Ensure that your ideas flow logically from one to the next. Use cohesive devices like "Furthermore," "Moreover," and "In contrast" to connect your ideas effectively.

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FAQs

  1. What is the difference between IELTS Writing Task 1 and Task 2?
  • IELTS Writing Task 1 requires you to describe visual information, such as graphs, charts, or diagrams, while Task 2 involves writing a discursive essay in response to a prompt.
  1. How is the IELTS Writing Task 2 scored?
  • The IELTS Writing Task 2 is scored based on four criteria: Task Response, Coherence and Cohesion, Lexical Resource, and Grammatical Range and Accuracy.
  1. What is the word count requirement for IELTS Writing Task 2?
  • The word count requirement for IELTS Writing Task 2 is at least 250 words. Writing fewer than 250 words can result in a lower score.
  1. How can I improve my IELTS Writing Task 2 score?
  • To improve your IELTS Writing Task 2 score, practice writing essays regularly, use a wide range of vocabulary, and pay attention to grammar and coherence.
  1. What are some common topics for IELTS Writing Task 2?
  • Common topics for IELTS Writing Task 2 include education, technology, society, environment, and health.
  1. How long should I spend on IELTS Writing Task 2?
  • You should spend about 40 minutes on IELTS Writing Task 2, leaving 20 minutes for Task 1.
  1. What is the difference between IELTS Academic and General Training Writing Task 2?
  • The difference between IELTS Academic and General Training Writing Task 2 is that Academic Task 2 requires you to write a more formal and complex essay, while General Training Task 2 is more personal and less formal.
  1. Can I use bullet points in IELTS Writing Task 2?
  • No, you should not use bullet points in IELTS Writing Task 2. The essay should be written in full sentences and paragraphs.

Stats Callouts

  1. Label: Average IELTS Writing Task 2 Score
  • Value: 6.0
  • Source: IELTS Official Statistics
  1. Label: Percentage of Test-Takers Achieving Band 7.5 or Higher
  • Value: 30%
  • Source: IELTS Official Statistics
  1. Label: Most Common Mistake in IELTS Writing Task 2
  • Value: Lack of Task Response
  • Source: IELTS Examiner Feedback
  1. Label: Recommended Practice Time for IELTS Writing Task 2
  • Value: 40 minutes
  • Source: IELTS Official Guidelines
  1. Label: Word Count Requirement for IELTS Writing Task 2
  • Value: 250 words
  • Source: IELTS Official Guidelines

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