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IELTS Writing Task 2:
Video Games - Band 8.0 Sample with Full Breakdown

Get a Band 8.0 IELTS Writing Task 2 sample answer about video games with full scoring breakdown, vocabulary, and common mistakes to avoid.

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Get a Band 8.0 IELTS Writing Task 2 sample answer about video games with full scoring breakdown, vocabulary, and common mistakes to avoid.

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IELTS Writing Task 2: Video Games - Band 8.0 Sample with Full Breakdown

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The Prompt

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

Model Answers

Band 6.0 Answer

Video games are bad for young people because they waste time and make people lazy. Some people say games can be good, but I disagree. Games make people sit too much and not exercise. Also, games can make people addicted and they forget to study. I think parents should not let children play games. Games are not good for young people.

Scoring Breakdown

  • Task Response (TR): Presents a position but with limited development. Only one side is presented.
  • Coherence and Cohesion (CC): Ideas are presented but with limited logical organization. Some basic cohesive devices are used.
  • Lexical Resource (LR): Limited range of vocabulary. Some errors in word choice and collocation.
  • Grammatical Range and Accuracy (GRA): Limited range of sentence forms. Frequent grammatical errors.

Band 7.0 Answer

While some argue that video games have negative effects on young people, others believe they can be beneficial. I agree that games can be both harmful and helpful depending on how they are used. On the negative side, excessive gaming can lead to health problems like obesity and eye strain. Additionally, violent games may promote aggressive behavior. However, games can also improve hand-eye coordination and problem-solving skills. Educational games, for example, can make learning more engaging. In conclusion, while video games have potential drawbacks, they can be beneficial if used appropriately.

Scoring Breakdown

  • Task Response (TR): Presents a clear position with some development. Both views are discussed but with limited support.
  • Coherence and Cohesion (CC): Ideas are organized logically with some cohesive devices. Paragraphing is present but not always clear.
  • Lexical Resource (LR): Adequate range of vocabulary. Some errors in word choice and collocation.
  • Grammatical Range and Accuracy (GRA): Adequate range of sentence forms. Some grammatical errors but generally understandable.

Band 8.0 Answer

The impact of video games on young people is a contentious issue, with proponents highlighting their benefits and critics emphasizing their drawbacks. I believe that video games can be both beneficial and harmful, depending on the type of games and the amount of time spent playing them. On the one hand, excessive gaming can lead to sedentary lifestyles, contributing to health issues such as obesity and poor posture. Moreover, violent games have been linked to increased aggression and desensitization to violence. On the other hand, video games can enhance cognitive skills, such as problem-solving and strategic thinking. For instance, games like Minecraft encourage creativity and resource management. Furthermore, multiplayer games can foster teamwork and social interaction. In conclusion, while video games have potential negative effects, their benefits can be maximized through moderation and careful selection of games.

Scoring Breakdown

  • Task Response (TR): Presents a clear position with relevant, extended, and supported ideas. Both views are discussed with detailed support.
  • Coherence and Cohesion (CC): Ideas are well-organized with clear progression. A range of cohesive devices is used effectively.
  • Lexical Resource (LR): A wide range of vocabulary is used flexibly and appropriately. Only occasional errors in word choice and collocation.
  • Grammatical Range and Accuracy (GRA): A wide range of complex sentence forms is used with generally good accuracy. Only occasional grammatical errors.

Band 9.0 Answer

The debate surrounding the impact of video games on young people is multifaceted, with compelling arguments on both sides. In my view, video games can be a double-edged sword, offering both advantages and disadvantages depending on various factors. Critics of video games argue that they can lead to a sedentary lifestyle, contributing to health problems such as obesity and poor posture. Additionally, the violent content of some games has been linked to increased aggression and desensitization to violence. Proponents, however, contend that video games can enhance cognitive skills, such as problem-solving and strategic thinking. For example, games like Chess and Portal require players to think critically and plan ahead. Furthermore, multiplayer games can foster teamwork and social interaction, as players must collaborate to achieve common goals. In conclusion, while video games have potential drawbacks, their benefits can be maximized through moderation, careful selection of games, and parental guidance.

Scoring Breakdown

  • Task Response (TR): Presents a clear, detailed, and supported position. Both views are discussed with extensive support and examples.
  • Coherence and Cohesion (CC): Ideas are brilliantly organized with clear progression. A wide range of cohesive devices is used effectively.
  • Lexical Resource (LR): A wide range of vocabulary is used flexibly and appropriately with rare errors in word choice and collocation.
  • Grammatical Range and Accuracy (GRA): A wide range of complex sentence forms is used with generally good accuracy. Only rare grammatical errors.

Vocabulary Highlights

  1. Contentious (adjective): Controversial or disputed. Example: The impact of video games is a contentious issue.
  2. Proponents (noun): Supporters or advocates. Example: Proponents highlight the benefits of video games.
  3. Drawbacks (noun): Disadvantages or negative aspects. Example: Video games have potential drawbacks.
  4. Sedentary (adjective): Involving little exercise or physical activity. Example: Excessive gaming can lead to a sedentary lifestyle.
  5. Desensitization (noun): The process of becoming less sensitive to something, especially something unpleasant. Example: Violent games can lead to desensitization to violence.
  6. Cognitive (adjective): Relating to mental processes. Example: Video games can enhance cognitive skills.
  7. Resource management (noun): The process of planning and controlling the use of resources. Example: Games like Minecraft encourage resource management.
  8. Teamwork (noun): The combined action of a group of people, especially when effective and efficient. Example: Multiplayer games can foster teamwork.
  9. Collaborate (verb): To work jointly on an activity or project. Example: Players must collaborate to achieve common goals.
  10. Moderation (noun): The avoidance of excess or extremes, especially in behavior or expression. Example: The benefits of video games can be maximized through moderation.
  11. Parental guidance (noun): Advice or supervision given by parents. Example: Parental guidance can help maximize the benefits of video games.
  12. Engaging (adjective): Attracting or holding interest or attention. Example: Educational games can make learning more engaging.
  13. Strategic thinking (noun): The process of planning and decision-making to achieve a goal. Example: Video games can enhance strategic thinking.
  14. Critical thinking (noun): The analysis and evaluation of issues to form a judgment. Example: Games like Chess require critical thinking.
  15. Plan ahead (verb): To make preparations or arrangements in advance. Example: Players must plan ahead to succeed in games like Portal.
  16. Common goals (noun): Objectives that are shared by a group. Example: Players must collaborate to achieve common goals.
  17. Health issues (noun): Problems related to physical or mental well-being. Example: Excessive gaming can lead to health issues.
  18. Social interaction (noun): Communication or direct exchange between people. Example: Multiplayer games can foster social interaction.
  19. Violent content (noun): Material that depicts or promotes violence. Example: The violent content of some games has been linked to increased aggression.
  20. Careful selection (noun): The process of choosing something with great attention to detail. Example: The benefits of video games can be maximized through careful selection of games.

Common Mistakes

  1. Overgeneralizing: Making broad statements without specific examples or support.
  2. Ignoring the other side: Failing to discuss both views as required by the prompt.
  3. Repetition: Repeating the same ideas or vocabulary without adding new information.
  4. Poor organization: Presenting ideas in a disorganized or unclear manner.
  5. Grammatical errors: Making frequent grammatical mistakes that hinder understanding.
  6. Limited vocabulary: Using a narrow range of vocabulary, leading to repetitive language.
  7. Lack of cohesion: Failing to use cohesive devices to connect ideas.
  8. Inadequate support: Providing insufficient examples or evidence to support arguments.
  9. Off-topic discussion: Digressing from the main topic or prompt.
  10. Poor time management: Spending too much time on one part of the response and rushing the rest.

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