some people regard video games as useful educational tool. Others, however, believe that video games are having an adverse effect on the people who play them. In your opinion, do the drawbacks of video games outweigh the benefits?

Had been argued, that
video
games
may have a negative effect on
people
specifically teenagers and have the capability to lessen their school performance.
On the other hand
,
video
games
can be beneficial for them in terms of learning foreign languages. I totally agree with the first statement as most
games
currently can enhance the user's intelligence and provide him with general knowledge of every life aspect.
Besides
the of
games
positive
aspect
Fix the agreement mistake
aspects
show examples
, they
also
have a negative side as they may cause
addiction
for
the
Correct article usage
apply
show examples
consumers. Young
people
's
addiction
unfortunately become more prevalent currently. In my opinion, the most common cause of
this
phenomenon is
video
games
.Back in the beginning of the electronics spread
games
were not available and
people
were dependent on face-to-face interactions for entertainment.
Furthermore
,the
addiction
for young
people
was not known.
However
, after it spread most citizens were surprised by the amount of dopamine that did not need any personal interference. joyful feeling generated unlimitedly was a major matter that assessed
addiction
for young
people
.
While
people
criticism
Replace the word
criticise
show examples
the negative aspects it contains, over time, it has shown a considerable amount of
people
benefit from it in terms of education manner.
For example
, in the United States, an app that became essential for the education process
nemed
Correct your spelling
named
need
Kahoot. The scientists proved that using activities in class activates particular sections of the brain that improve memories and focus. in conclusion,
video
games
have become an essential part of our lives and governments are trying to come up with solutions to alter their negative effects.
However
, if you can modify your time and use it wisely, you can have fortunately
benefits
Correct subject-verb agreement
benefit
show examples
of
Change preposition
from
show examples
it. Some
people
regard
video
games
as
useful
Add an article
a useful
show examples
educational tool. Others,
however
, believe that
video
games
are having an adverse effect on the
people
who play them. In your opinion, do the drawbacks of
video
games
outweigh the benefits?
Submitted by ameralimise3 on

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coherence cohesion
Consider refining your paragraphs so that each one clearly addresses a single point or argument, ensuring that your ideas are developed logically.
coherence cohesion
Try to use more transitional words and phrases to guide the reader through your argument, ensuring more fluidity and cohesion between sections.
task achievement
Incorporate more specific examples or evidence to substantiate your claims about the impact of video games on education and addiction.
task achievement
The essay presents a clear stance on the topic, agreeing with the statement that video games have negative effects.
coherence cohesion
The introduction and conclusion are both present and effectively summarize the main points of the essay.

Fully explain your ideas

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  • Paragraph 1 - Introduction
    • Sentence 1 - Background statement
    • Sentence 2 - Detailed background statement
    • Sentence 3 - Thesis
    • Sentence 4 - Outline sentence
  • Paragraph 2 - First supporting paragraph
    • Sentence 1 - Topic sentence
    • Sentence 2 - Example
    • Sentence 3 - Discussion
    • Sentence 4 - Conclusion
  • Paragraph 3 - Second supporting paragraph
    • Sentence 1 - Topic sentence
    • Sentence 2 - Example
    • Sentence 3 - Discussion
    • Sentence 4 - Conclusion
  • Paragraph 4 - Conclusion
    • Sentence 1 - Summary
    • Sentence 2 - Restatement of thesis
    • Sentence 3 - Prediction or recommendation

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Topic Vocabulary:
  • Cognitive development
  • Strategic thinking
  • Hand-eye coordination
  • Interactivity
  • Motivational
  • Educational software
  • Game-based learning
  • Sedentary lifestyle
  • Social interaction
  • Learning outcomes
  • Digital literacy
  • Attention span
  • Addictive behavior
  • Inappropriate content
  • Health repercussions
  • Multimedia tools
  • Critical analysis
  • Virtual environments
  • User engagement
  • Psychosocial impacts
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