This is an IELTS writing task 2 sample answer essay on the topic of computer games from the real IELTS exam.
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Dave
IELTS Essay: Computer Games
Many adults nowadays prefer spending their free time playing computer games.
Why do they do this?
Is this a positive or negative development?
A large proportion of adults now enjoy playing computer games during their free time. In my opinion, this is a result of developments in mobile technology and is decidedly negative since computer games encourage passivity.
The primary cause of increased interest in games is their availability. In the past, computer games could only be played on desktop computers at home. Now, it is possible to play the same essential games on laptops, tablets, and smartphones. This means that individuals are more likely to become addicted over time as research has shown the strength of intermittent rewards in forming addictive habits. For example, the average worker can play games on their phone while on the commute to work, during work on a desktop or laptop, and throughout the day whenever they have a break. This creates a powerful feedback loop in the same way as other drugs.
In my opinion, the entertainment value of such games pales in comparison to their impact on sedentary lifestyles. Before computer games became pervasive habits, individuals were more likely to spend time talking with friends, reading books, participating in physical activities, and being generally more productive. All these habits were better for mental and physical health. Computer games, on the other hand, require a minimal level of mental activity and feed users small bursts of dopamine that keep them occupied and entertained for hours. The cumulative effect, particularly when coupled with other passive activities such as using social media and watching streaming sites, is a generation of less active and creative individuals.
In conclusion, adults play computer games more often these days because of the availability of mobile technology and this is harmful as it fosters passivity. It is therefore important for adults to set limits for themselves.
Analysis
1. A large proportion of adults now enjoy playing computer games during their free time. 2. In my opinion, this is a result of developments in mobile technology and is decidedly negative since computer games encourage passivity.
- Paraphrase the overall essay topic.
- Write a clear opinion. Read more about introductions here.
1. The primary cause of increased interest in games is their availability. 2. In the past, computer games could only be played on desktop computers at home. 3. Now, it is possible to play the same essential games on laptops, tablets, and smartphones. 4. This means that individuals are more likely to become addicted over time as research has shown the strength of intermittent rewards in forming addictive habits. 5. For example, the average worker can play games on their phone while on the commute to work, during work on a desktop or laptop, and throughout the day whenever they have a break. 6. This creates a powerful feedback loop in the same way as other drugs.
- Write a topic sentence with a clear main idea at the end.
- Explain your main idea.
- Develop it with specific or hypothetical examples.
- Keep developing it fully.
- Extend with some short sentences as well.
- State the furthest possible result.
1. In my opinion, the entertainment value of such games pales in comparison to their impact on sedentary lifestyles. 2. Before computer games became pervasive habits, individuals were more likely to spend time talking with friends, reading books, participating in physical activities, and being generally more productive. 3. All these habits were better for mental and physical health. 4. Computer games, on the other hand, require a minimal level of mental activity and feed users small bursts of dopamine that keep them occupied and entertained for hours. 5. The cumulative effect, particularly when coupled with other passive activities such as using social media and watching streaming sites, is a generation of less active and creative individuals.
- Write a new topic sentence with a new main idea at the end.
- Explain your new main idea.
- Include specific details and examples.
- Continue developing it…
- as fully as possible!
- Continue the hypothetical example.
1. In conclusion, adults play computer games more often these days because of the availability of mobile technology and this is harmful as it fosters passivity. 2. It is therefore important for adults to set limits for themselves.
- Summarise your main ideas.
- Include a final thought. Read more about conclusions here.
Vocabulary
What do the words in bold below mean? Make some notes on paper to aid memory and then check below.
A large proportion of adults now enjoy playing computer games during their free time. In my opinion, this is a result of developments in mobile technology and is decidedly negative since computer games encourage passivity.
The primary cause of increased interest in games is their availability. In the past, computer games could only be played on desktop computers at home. Now, it is possible to play the same essential games on laptops, tablets, and smartphones. This means that individuals are more likely to become addicted over time as research has shown the strength of intermittent rewards in forming addictive habits. For example, the average worker can play games on their phone while on the commute to work, during work on a desktop or laptop, and throughout the day whenever they have a break. This creates a powerful feedback loop in the same way as other drugs.
In my opinion, the entertainment value of such games pales in comparison to their impact on sedentary lifestyles. Before computer games became pervasive habits, individuals were more likely to spend time talking with friends, reading books, participating in physical activities, and being generally more productive. All these habits were better for mental and physical health. Computer games, on the other hand, require a minimal level of mental activity and feed users small bursts of dopamine that keep them occupied and entertained for hours. The cumulative effect, particularly when coupled with other passive activities such as using social media and watching streaming sites, is a generation of less active and creative individuals.
In conclusion, adults play computer games more often these days because of the availability of mobile technology and this is harmful as it fosters passivity. It is therefore important for adults to set limits for themselves.
Answers
For extra practice, write an antonym (opposite word) on a piece of paper to help you remember the new vocabulary:
large proportion of a lot of
computer games games played on the computer – such as Minecraft, Axie Infinity, etc.
free time spare time
result consequence
developments changes
mobile technology smartphones, etc.
decidedly definitely
encourage passivity make people less active
primary cause main reason
increased interest in caring more about
availability access to
played on desktop computers on a computer at home
same essential games basically the same games
laptops portable computers
tablets thin computers, iPads
smartphones mobile phones
addicted can’t stop playing
strength power
intermittent rewards receiving something every once in a while
forming addictive habits make you addicted
average worker normal person
while on during
commute travelling
during while
throughout the day all day
whenever at any time
creates fosters
powerful feedback loop cycle
in the same way as similar to
other drugs narcotics, stimulants
entertainment value interesting and engaging
pales in comparison not as strong as
impact effect
sedentary lifestyles passive ways of living
pervasive habits common practices
participating in doing
physical activities sports
generally overall
productive active
mental and physical health emotional and body health
require a minimal level need just some
mental activity brain at work
feed users give playerse
small bursts little bits
dopamine a drug that creates pleasure in the brain
occupied busy
cumulative effect all combined
particularly when especially as
coupled with combined with
watching streaming sites websites like Netflix
generation people of the same age
harmful not good
fosters passivity makes you less active
therefore thus
set limits have clear boundaries
Pronunciation
Practice saying the vocabulary below and use this tip about Google voice search:
lɑːʤ prəˈpɔːʃən ɒv
kəmˈpjuːtə geɪmz
friː taɪm
rɪˈzʌlt
dɪˈvɛləpmənts
ˈməʊbaɪl tɛkˈnɒləʤi
dɪˈsaɪdɪdli
ɪnˈkʌrɪʤ pæˈsɪvɪti
ˈpraɪməri kɔːz
ɪnˈkriːst ˈɪntrɪst ɪn
əˌveɪləˈbɪlɪti
pleɪd ɒn ˈdɛsktɒp kəmˈpjuːtəz
seɪm ɪˈsɛnʃəl geɪmz
ˈlæpˌtɒps
ˈtæblɪts
ˈsmɑːtfəʊnz
əˈdɪktɪd
strɛŋθ
ˌɪntə(ː)ˈmɪtənt rɪˈwɔːdz
ˈfɔːmɪŋ əˈdɪktɪv ˈhæbɪts
ˈævərɪʤ ˈwɜːkə
waɪl ɒn
kəˈmjuːt
ˈdjʊərɪŋ
θru(ː)ˈaʊt ðə deɪ
wɛnˈɛvə
kri(ː)ˈeɪts
ˈpaʊəfʊl ˈfiːdbæk luːp
ɪn ðə seɪm weɪ æz
ˈʌðə drʌgz
ˌɛntəˈteɪnmənt ˈvæljuː
peɪlz ɪn kəmˈpærɪsn
ˈɪmpækt
ˈsɛdntəri ˈlaɪfˌstaɪlz
pɜːˈveɪsɪv ˈhæbɪts
pɑːˈtɪsɪpeɪtɪŋ ɪn
ˈfɪzɪkəl ækˈtɪvɪtiz
ˈʤɛnərəli
prəˈdʌktɪv
ˈmɛntl ænd ˈfɪzɪkəl hɛlθ
rɪˈkwaɪər ə ˈmɪnɪml ˈlɛvl
ˈmɛntl ækˈtɪvɪti
fiːd ˈjuːzəz
smɔːl bɜːsts
ˈdəʊpəmiːn
ˈɒkjʊpaɪd
ˈkjuːmjʊlətɪv ɪˈfɛkt
pəˈtɪkjʊləli wɛn
ˈkʌpld wɪð
ˈwɒʧɪŋ ˈstriːmɪŋ saɪts
ˌʤɛnəˈreɪʃən
ˈhɑːmfʊl
ˈfɒstəz pæˈsɪvɪti
ˈðeəfɔː
sɛt ˈlɪmɪts
Vocabulary Practice
I recommend getting a pencil and piece of paper because that aids memory. Then write down the missing vocabulary from my sample answer in your notebook:
A l______________________f adults now enjoy playing c______________________s during their f___________e. In my opinion, this is a r_______t of d__________________s in m____________________y and is d______________y negative since computer games e__________________y.
The p________________e of i____________________n games is their a______________y. In the past, computer games could only be p_____________________________s at home. Now, it is possible to play the s___________________________s on l__________s, t__________s, and s______________s. This means that individuals are more likely to become a____________d over time as research has shown the s_________h of i_________________________s in f_________________________s. For example, the a_______________r can play games on their phone w___________n the c_____________e to work, d_________g work on a desktop or laptop, and t__________________________y w_____________r they have a break. This c____________s a p_______________________________p i____________________s o__________________s.
In my opinion, the e____________________________e of such games p_______________________n to their i_________t on s_____________________s. Before computer games became p___________________s, individuals were more likely to spend time talking with friends, reading books, p____________________n p______________________s, and being g_____________y more p____________e. All these habits were better for m_____________________h. Computer games, on the other hand, r_____________________________l of m_________________________y and f________________s s________________s of d______________e that keep them o______________d and entertained for hours. The c____________________t, p____________________n c__________________h other passive activities such as using social media and w_______________________s, is a generation of less active and creative individuals.
In conclusion, adults play computer games more often these days because of the availability of mobile technology and this is h_____________l as it f_____________________y. It is t___________e important for adults to s______________s for themselves.
Listening Practice
Learn more about this topic by watching videos from The New York Times YouTube channel below and practice with these activities:
Reading Practice
Read more about this topic and use these ideas to practice:
Speaking Practice
Practice with the following speaking questions from the real IELTS speaking exam:
Games
- What kinds of games do kids play now?
- How have habits towards games changed?
- Do girls and boys play the same kinds of games?
- What can children learn from games?
- What types of games can the whole family play together?
Writing Practice
Practice with the related IELTS essay topic below:
Computer games are very popular for all ages and nationalities. Parents think this has little educational value and it will be harmful for children.
To what extent do you agree or disagree?
Hello, in the introduction,is it ok to use word ‘mobile technology’ when the question is about computer games?
It is a little iffy – but I tried to connect them more in the first body paragraph by saying that the games are essentially the same.
To be safe, you might want to stick to games played on the computer itself – but smartphones are just a type of portable computer so that’s why I felt fine extending it.
Otherwise, the distinction to me feels arbitrary – games are games, after all.
Ok. Thank u
You’re welcome!
Hi David,
Hope you are doing great!
What is your idea about my introduction?
Computer games, once merely perceived as children’s hobbies, are now becoming increasingly popular as adults’ pastimes. To relieve work stress and to enjoy their inherent competitiveness, people take refuge in these computerized recreational activities. Personally, I believe that the proliferation of these games has been detrimental to people’s mental and physical health.
Thanks a lot!
Great level of vocabulary – very academic, Benita.
A little long and wordy, though.
Nowadays, people from all countries in all ages like playing computer games. However, such kind of games is considers as posion to children by parents, becaues games can not educate kids and are bad for the health. In my opinion, I disagree with this statement as I believe computer games actually have many benefits for children, including mental and physical benefits.
Computer games can improve the ability to imagine. In recent years, more and more games do not ask players to win, but to create. For example, there is a game about creating a brand new civilization on a planet. It needs players to design the building based on the environment of the planet. In such games, children can not only learn about building and biology, but also apply what they’ve learned to their own creations. Moreover, it has fewer constraints on the creation of games than other situations, such as paper folding or Lego. Therefore, children are encouraged to create in computer games and have the perfect stage to do so.
The reaction ability can also be developed by playing computer games. In some games, the player needs to focus on the computer and decide what to do immediately. In the first personal shooting games, the player needs to shoot the target as quickly as they see it, which improves the speed of reaction. In action games, the player needs to achieve many outstanding movements by pressing the game controller in some pattern, which results in flexible hands. If children want to win, they need to control their bodies perfectly. During the time of playing games, children practice the speed of reaction and learn to control their bodies.
As a result, I can not agree with the view that the game is harmful for children. By contrast, I argue that computer games can help children develop their capacity for creation and body control.
Good work again, Gakki!
Still some informal language like ‘poison’ but otherwise really strong examples, support, and a academic vocabulary!
Computer games that used to be a major hobby of children is also played by a large proportion of adults today to pass their free time. Personally, I believe the main reasons for this are to relieve stress from work or family and is used an escape from reality. Although these may seem like benefits, I endorse that they contribute to a negative development. I will further discuss my reasons in this essay.
Decades or years ago adults would have preferred to read a book, speak to a friend, or go for a walk during their free time to relieve stress, which I believe is decidedly much more rewarding to ones mental and physical health in comparison to computer games. For instance, going for a walk would allow the individual some alone time as well as improve his/her physical health due to better blood circulation and exercise. This way of relieving stress is much more active and beneficial unlike sitting in front of a screen for hours, destroying your eyesight as well as keeping your mind less active.
Moreover, computer games are played as an escape from reality. However, I think that there are copious other ways to detach from reality that give a positive development and helps the individual in numerous ways. For instance, reading a book requires imagination, taking one’s mind to another perspective as an escape as well as continually making the mind creative. Furthermore, reading also allows one to increase in knowledge through vocabulary and other writing skills. Whereas on the other hand, in computer games you are instructed what to do and how to do the required actions, which calls for less imagination or brain activity.
In conclusion, computer games are played by adults to relieve stress and detach from reality which although seems beneficial, I believe is not the right aspect for stress relief or an escape from reality as its benefits are minimal. hence, I think it is a negative development.
Hey Dave! I posted another answer! Hope you could review it and let me know the band i could expect as well as any improvements required. Thank you so much!!!
I’ll take a look soon, Shaima!
Thank you so much!! It would be great if you could please check them as soon as possible cause I’m panning to do my ielts around next week. If you can check other essays too, ill try uploading more! Thank you loads once again, i hope you can help me!! I highly appreciate the work you do. Please let me know the band I could receive for each essay too as well as where to improve.
Hi Shaima – sorry I am a bit busy – but if you want to sign up to have them checked, then you can sign up here: Patreon.com/howtodoielts
okay no problem! Does signing up mean i can send you essays daily and you will check them for me and give a band score?
It depends on what you sign up for – but you won’t get an unlimited number of essays marked – you can pay for each marking separately or maybe just get one marked so that you have an idea of what you need to work on, Shaima.
Ok great! May I please know how I can get one essay marked as well as the fee?
It depends if you want to sign up for band scores or full corrections and feedback.
You can check the different prices on here: Patreon.com/howtodoielts
There is an increasing amount of popularity of computer games among people from different countries and age groups. The majority of parents perceive this negatively as it does not necessarily contribute to children’s academic skills. In my view, I strongly support their outlook as computer games foster introverted character and addictive behaviour which can bring harm to society in the long run.
First of all, playing games on devices decidedly grows an individualistic personality which could impede children from socialising with their peers. As mobile games can be played individually, more and more children are isolating themselves from the outside world. Therefore, parents are concerned that their offspring might lose the ability to communicate with other people.
In addition, children generally become more passive and refuse to leave their sedentary activities. Playing computer games could possibly drive them to be game addicts for they find comfort in before their desktop computers all day. This may put the children at a disadvantage as they are more likely to lack physical activities and have a higher chance of obesity in the future.
To sum up, it is true that computer games are pervasive, yet disadvantageous at the same time for it turns young people to be less sociable and let a passive routine dominate them. I recommend that parents supervise the children when they utilise their devices so they can prevent all the negative effects immediately; also, parents could enact strict regulations regarding a schedule when children can play games and focus on other beneficial activities.