Nowadays, Children Watch a lot of TV and Play Video Games - IELTS Essay
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Children Watch a lot of TV and Play Video Games, These Activities Are Not Beneficial for a Child’s Mental Health


Children Watch a lot of TV and Play Video Games, These Activities Are Not Beneficial for a Child’s Mental Health - IELTS Task 2 Band 9 Sample Essay

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Model Essay 1

As digital media increasingly infiltrates the daily lives of children, concerns about its impact on mental health persist. I contend that television and video games offer both risks and benefits, which I will examine through their potential to impair social interactions and cognitive development, alongside their capacity to enhance educational outcomes and strategic thinking skills.


Critics often highlight the potential negative effects of excessive screen time on children, citing issues such as reduced attention spans, impaired social skills, and increased aggression. Research indicates that children immersed in violent content may exhibit more aggressive behaviour, potentially due to the normalization of violence and their inability to distinguish between real and virtual scenarios (Anderson & Bushman, 2001). Furthermore, sedentary screen time can replace more cognitively stimulating activities, such as reading and interactive play, which are crucial for development. Extended screen viewing might also contribute to sleep disturbances, further impacting cognitive functions and mood. However, it is essential to recognize that these outcomes largely depend on the nature of the content consumed and the amount of time spent in front of screens.


Conversely, television and video games also have potential benefits when used appropriately. Educational programs like 'Sesame Street' have been shown to enhance literacy and numeracy in young viewers through engaging formats that mirror classroom learning strategies. These programs often incorporate interactive elements that encourage viewers to think and respond, thereby actively engaging their cognitive skills. Similarly, strategic and role-playing video games can develop problem-solving skills, enhance strategic thinking, and improve hand-eye coordination. These games require players to make quick decisions and solve complex problems, which can translate into improved academic and real-life skills. Moreover, these platforms can serve as a social bridge, connecting children with peers over shared interests, thereby fostering social skills and collaboration. This is particularly beneficial for children who may have difficulties in traditional social settings.


In conclusion, while television and video games can indeed influence negative behaviours and displace crucial developmental activities, they also hold the capacity to bolster cognitive skills and educational growth. The effects hinge significantly on content quality and the moderation of screen time, demonstrating that these media forms are not inherently harmful but require careful management.


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Model Essay 2

The prevailing view that television and video games negatively impact children's mental health is one I wholeheartedly contest. I argue that these mediums, when utilized judiciously, can actually foster cognitive and emotional growth, providing valuable educational content and promoting social connections among peers.


Contrary to popular belief, television and video games are not inherently harmful; rather, their impact is largely determined by the content and context in which they are used. Educational programs and games are specifically designed to stimulate mental development and creativity in young minds. For instance, shows like "Blue's Clues" and games such as "Minecraft" encourage problem-solving and critical thinking skills by presenting scenarios that require analytical thinking and creativity. These interactive experiences are beneficial for cognitive stimulation, contradicting the assertion that all screen time is detrimental. Additionally, with the advent of educational technologies, children can experience personalized learning journeys that adapt to their individual learning pace, further enhancing their engagement and comprehension.


Moreover, the assertion that television and games encourage antisocial behaviour overlooks their capacity to foster community and teamwork. Many video games require cooperation, strategy, and communication, qualities that are indispensable in real-world social interactions. Online platforms and multiplayer games create spaces for children to interact across cultures and geographies, broadening their social horizons and teaching them about teamwork and cultural diversity. For example, games like "Fortnite" and "Roblox" offer children a venue to collaborate, compete, and connect with others, which can enhance their social skills and emotional intelligence. These games also often involve problem-solving under pressure, teaching resilience and strategic planning—skills that are valuable in educational and social contexts.


In conclusion, the belief that television and video games inherently harm children's mental health is an oversimplification. When used appropriately, these platforms can significantly enhance a child's cognitive and social skills. It is critical to leverage the potential of these digital tools to complement traditional educational methods and social interactions, rather than dismissing them as harmful.


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Model Essay 3

The advent of ubiquitous digital entertainment has sparked intense debate regarding its influence on the mental well-being of our youth. I unequivocally agree that the pervasive exposure of children to television and video games is detrimental, focusing on how these activities impede developmental growth and foster negative behavioural patterns.


Firstly, the overconsumption of screen time is directly correlated with significant detriments to cognitive and emotional development in children. Research by Gentile et al. (2004) shows that prolonged exposure to television and video games is linked to shorter attention spans and poorer academic performance, suggesting a causal relationship. The passive nature of watching TV contrasts sharply with the active cognitive engagement required by activities like reading or playing educational games, which are crucial for the development of critical thinking and problem-solving skills. Furthermore, the instant gratification provided by on-demand media can diminish persistence, a key trait necessary for overcoming academic and personal challenges. This trend towards immediate satisfaction may undermine a child's ability to endure longer and more complex tasks, which are common in educational settings.


Moreover, the content often found in these mediums can lead to antisocial behaviour and emotional desensitization. Frequent exposure to violent scenes has been shown to normalize aggression as a conflict resolution method, a link strongly supported by psychological research from Anderson & Dill (2000). This exposure to violence can blunt emotional responses to real-life aggression, making such behaviour seem acceptable or trivial. Such media consumption also displaces valuable social interactions that are essential for learning empathy and cooperation. The replacement of real-world interactions with virtual ones can inhibit a child's ability to interpret and respond to social cues, potentially isolating them from their peers and leading to emotional withdrawal. This isolation is concerning as it may also prevent children from developing strong interpersonal relationships, which are foundational for emotional stability and social development.


In conclusion, the negative ramifications of extensive television watching and gameplay among children cannot be overstated. These activities stunt cognitive growth and foster undesirable behaviours, thereby posing a substantial threat to their mental health.


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