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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?
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