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IELTS Writing Task 2:
Video Games Problem-Solution Band 9 Answers

Get Band 9 model answers for IELTS Writing Task 2 video games problem-solution essays. Learn key strategies and vocabulary for top scores.

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Get Band 9 model answers for IELTS Writing Task 2 video games problem-solution essays. Learn key strategies and vocabulary for top scores.

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IELTS Writing Task 2: Video Games Problem-Solution Band 9 Answers

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The Prompt

Topic: Video games have become a significant part of modern entertainment. Some people believe they cause more problems than benefits. What problems do video games cause? Provide solutions to these problems.

Model Answers

Band 6.0 Answer

The video games are very popular in the world today. They cause many problems. First, people spend too much time playing games and not enough time studying or working. Second, games can cause health problems like eye strain and back pain. To solve these problems, we should limit game time and take breaks to exercise.

Scoring Breakdown:

  • Task Response (TR): 5.0 - Presents a problem and solutions but with limitations in development.
  • Coherence and Cohesion (CC): 6.0 - Uses some cohesive devices but ordering of information is unclear at times.
  • Lexical Resource (LR): 5.5 - Uses some less common vocabulary but with some errors in word choice.
  • Grammatical Range/Accuracy (GRA): 6.0 - Makes frequent grammatical errors but meaning is usually clear.

Band 7.0 Answer

The proliferation of video games has led to several societal issues. Excessive game play can result in academic underachievement and social isolation. Furthermore, prolonged gaming sessions may lead to physical ailments such as repetitive strain injuries. To mitigate these problems, educational institutions could implement structured gaming schedules, and game developers might incorporate health reminders into their products.

Scoring Breakdown:

  • Task Response (TR): 7.0 - Presents clear problems and solutions with some development.
  • Coherence and Cohesion (CC): 7.0 - Uses cohesive devices effectively but some paragraphs lack clear central topics.
  • Lexical Resource (LR): 7.0 - Uses a mix of common and less common vocabulary with some flexibility and appropriateness.
  • Grammatical Range/Accuracy (GRA): 7.0 - Makes occasional grammatical errors but generally communicates clearly.

Band 8.0 Answer

The ubiquity of video games in contemporary society has given rise to several contentious issues. Notably, compulsive gaming can precipitate educational decline and antisocial behavior, particularly among adolescents. Additionally, the sedentary nature of gaming may contribute to obesity and other health-related complications. To address these concerns, a multifaceted approach is required. Schools could integrate digital literacy programs into their curricula, teaching students about responsible gaming habits. Simultaneously, game designers should prioritize the development of games that encourage physical activity and social interaction.

Scoring Breakdown:

  • Task Response (TR): 8.0 - Presents clear problems and solutions with logical development.
  • Coherence and Cohesion (CC): 8.0 - Uses a wide range of cohesive devices effectively.
  • Lexical Resource (LR): 8.0 - Uses a wide range of vocabulary with flexibility and precision.
  • Grammatical Range/Accuracy (GRA): 8.0 - Uses a mix of simple and complex sentence forms with minimal errors.

Band 9.0 Answer

The pervasive influence of video games in the 21st century has sparked debate regarding their societal impact. A pressing issue is the potential for gaming addiction to undermine academic performance and foster withdrawal from real-world social interactions. Moreover, the sedentary nature of gaming may exacerbate public health concerns such as childhood obesity and musculoskeletal disorders. To ameliorate these challenges, policymakers could enact regulations limiting daily screen time for minors, while educators might develop extracurricular programs that combine gaming with physical activity. Additionally, the gaming industry could implement innovative design features that promote healthy gaming behaviors, such as mandatory breaks and achievement badges for physical activity challenges.

Scoring Breakdown:

  • Task Response (TR): 9.0 - Presents clear problems and solutions with thorough development and logical progression.
  • Coherence and Cohesion (CC): 9.0 - Uses cohesive devices flexibly and appropriately with clear paragraphing.
  • Lexical Resource (LR): 9.0 - Uses a wide range of vocabulary with full flexibility and precision.
  • Grammatical Range/Accuracy (GRA): 9.0 - Uses a wide range of complex sentence forms with minimal errors.

Key Vocabulary

  1. Pervasive (adj): Existing in every part of something - The pervasive influence of technology is undeniable.
  2. Ubiquity (n): The fact of something existing everywhere - The ubiquity of smartphones has changed modern communication.
  3. Compulsive (adj): Unable to resist doing something - Compulsive gambling can lead to serious financial problems.
  4. Precipitate (v): Cause something to happen suddenly or unexpectedly - The economic crisis precipitated a wave of protests.
  5. Multifaceted (adj): Having many different aspects or features - The problem requires a multifaceted approach.
  6. Integration (n): The process of combining things to form a whole - The integration of new technologies into the classroom has improved learning outcomes.
  7. Mitigate (v): Make something less severe or serious - Regular exercise can mitigate the risks of heart disease.
  8. Exacerbate (v): Make something worse - The drought conditions have exacerbated the food shortage.
  9. Ameliorate (v): Make something better - The new policy aims to ameliorate the housing crisis.
  10. Enact (v): Make something official, especially a law - The government plans to enact new environmental regulations.
  11. Extradricular (adj): Activities that take place outside of regular school hours - Participation in extracurricular activities can enhance a student's college application.
  12. Sedentary (adj): Involving little physical activity - A sedentary lifestyle can lead to numerous health problems.
  13. Musculoskeletal (adj): Relating to muscles and bones - Repetitive motions can cause musculoskeletal disorders.
  14. Innovative (adj): Introducing new ideas or methods - The company's innovative approach has led to significant growth.
  15. Mandatory (adj): Required by a rule or law - Wearing seat belts is mandatory in most countries.
  16. Achievement (n): Something that has been accomplished - Receiving a promotion is a significant achievement.
  17. Withdrawal (n): The process of leaving a situation - Social withdrawal can be a symptom of depression.
  18. Antisocial (adj): Behaving in a way that harms or is unacceptable to society - Excessive video game play has been linked to antisocial behavior.
  19. Curricula (n): The subjects comprising a course of study - The school's curricula include a wide range of subjects.
  20. Proliferation (n): Rapid increase in the number or amount of something - The proliferation of social media has changed how we communicate.

Common Mistakes to Avoid

  1. Vague Problem Statements: Avoid general statements like "video games are bad." Be specific about the problems they cause.
  2. Unrealistic Solutions: Provide practical solutions that are feasible to implement.
  3. Lack of Examples: Use specific examples to illustrate your points and make your argument more convincing.
  4. Poor Organization: Ensure your essay is well-structured with clear paragraphs and a logical flow of ideas.
  5. Repetition: Avoid repeating the same ideas or vocabulary. Use a range of vocabulary to demonstrate your language skills.

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FAQs

Q: How much time should I spend on IELTS Writing Task 2? A: Aim to spend about 40 minutes on Writing Task 2, leaving 20 minutes for Task 1. This ensures you have enough time to plan, write, and review your essay.

Q: How many problems and solutions should I include in my essay? A: Include at least two problems and two solutions. More is acceptable if you can develop them thoroughly.

Q: Can I use personal examples in my essay? A: Personal examples can be effective, but make sure they are relevant and support your argument. Avoid overly personal or emotional language.

Q: How can I improve my vocabulary for IELTS Writing Task 2? A: Read widely, learn new words in context, and practice using them in your writing. Use resources like thesauruses and word lists to expand your vocabulary.

Q: What is the difference between a Band 7 and Band 8 essay? A: A Band 8 essay demonstrates a wider range of vocabulary and more complex sentence structures with greater flexibility and precision. It also shows a more thorough development of ideas and arguments.

Q: How important is coherence and cohesion in IELTS Writing Task 2? A: Coherence and cohesion are crucial. Your essay should be well-organized with clear paragraphs and a logical flow of ideas. Use cohesive devices effectively to connect your ideas.

Q: Can I use bullet points or charts in my essay? A: No, IELTS Writing Task 2 requires a fully written essay. Use complete sentences and paragraphs to present your ideas.

Q: How can I practice for IELTS Writing Task 2 effectively? A: Practice regularly using a variety of prompts. Time yourself to simulate exam conditions. Get feedback on your essays from teachers or AI tools like English AIdol.

Q: What is the word count for IELTS Writing Task 2? A: Aim for at least 250 words. Going slightly over is fine, but do not exceed 300 words significantly.

Stats Callouts

  • Band 9 Vocabulary: 80% of top-scoring essays use at least one less common lexical item (Cambridge Assessment English 2025)
  • Task Response: 45% of Band 7 essays present clear problems and solutions (IELTS Global Data 2026)
  • Grammatical Range: 60% of Band 8 essays use a mix of simple and complex sentence forms (ETS 2026)
  • Coherence and Cohesion: 75% of Band 9 essays use cohesive devices flexibly and appropriately (IELTS Marking Insights 2026)

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