Real IELTS Writing Task 2 — Violent Content (Band 8.5+) — Q4/2025
Real IELTS Writing Task 2 — Violent Content in Films & Video Games
Phân tích đề thi thật dạng Discuss both views chủ đề Entertainment (Violent Content), dàn ý chi tiết, bài mẫu band 8.5+ (368 từ), từ vựng Academic và quiz ôn luyện tương tác.
Đề IELTS Writing Task 2 dạng Discuss both views: phim & game bạo lực nên bị cấm hay chỉ là giải trí vô hại? Bài viết cung cấp dàn ý, bài mẫu (ủng hộ hạn chế) và từ vựng band cao.
Đề bài
Films and computer games containing violence are popular. Some people say they have a negative effect on society and should be banned. Others say they are just harmless relaxation. Discuss both views and give your own opinion.
- View 1: Giải trí vô hại — giảm căng thẳng, rèn luyện tư duy chiến lược
- View 2: Tác hại — khuyến khích hành vi hung hăng, xói mòn thái độ xã hội
- Your opinion: Benefits overshadowed by negative impact — normalize aggression
Dàn ý chi tiết
Bài viết gồm 1 Intro + 2 Body + 1 Conclusion. Dưới đây là dàn ý cụ thể:
Mở bài — Paraphrase + Thesis
Paraphrase đề: Ý kiến chia rẽ về violent content trong phim và game — tác hại xã hội hay giải trí lành mạnh.
Quan điểm: giải trí vô hại
- Stress relief and entertainment — Diversion from daily pressures → temporary mental escape → recharge for work/study
- Cognitive skills and strategic thinking — Problem-solving and rapid decision-making → attention, reflexes, planning — transferable skills
Tác hại đối với cá nhân và xã hội
- Encourages aggressive behaviour — Children/adolescents — weaker impulse control, difficulty distinguishing fantasy from reality
- Harms social attitudes — Frequent consumption → fear, mistrust, desensitization → conflicts, reduced social cohesion
Kết bài
Dù có thể giảm stress và rèn kỹ năng nhận thức, tác hại chuẩn hóa bạo lực và xói mòn thái độ xã hội nghiêm trọng hơn.
Bài mẫu 368 words · Band 8.5+
Opinions are divided on whether violent content within films and computer games has a detrimental effect on society or whether it is merely a benign form of relaxation. This essay will examine both of these perspectives before offering my own opinion.
Proponents of these media forms frequently argue that they serve as a safe and effective means of relaxation. They may well argue that engaging with such films or games provides a compelling diversion from the pressures of daily life and an opportunity for enjoyment. This temporary mental escape can significantly improve an individual's mood. Consequently, it helps people to recharge, potentially enhancing their focus and productivity when they return to their work or studies. Furthermore, beyond simple entertainment, many games in this genre demand high-level problem-solving and rapid decision-making. As a result, this consistent cognitive challenge can enhance crucial abilities such as attention, reflexes, and strategic planning. For instance, complex action or strategy games often require players to develop multitasking skills and sophisticated hand-eye coordination, abilities that are often transferable to various real-life tasks.
Nevertheless, I am convinced that violent media can have harmful consequences for both individuals and the wider community. On an individual level, a primary concern relates to the encouragement of aggressive behaviour, an issue that is particularly worrying among children and adolescents. This is because younger individuals, who are still developing socially and emotionally, often possess weaker impulse control and a less defined ability to distinguish fantasy from reality, making them more susceptible to imitating the hostile actions they observe. On a societal level, the frequent consumption of simulated violence can insidiously harm social attitudes as such exposure may foster fear, mistrust, and a gradual desensitization to aggression. This consequently increases the likelihood of real-world conflicts and antisocial interactions, thereby negatively affecting overall social cohesion.
In conclusion, while it is true that violent media can serve as a form of stress relief and even help to sharpen certain cognitive skills, I believe these benefits are clearly overshadowed by their significant negative impact. The potential to normalize aggression and the subsequent erosion of positive social attitudes represent serious societal risks that cannot be dismissed as mere harmless entertainment.
Vocabulary
Lời kết
Đề Discuss both views về Entertainment: Body 1 (benign form of relaxation, strategic planning); Body 2 + opinion chống bạo lực (normalize aggression, desensitization).
Bài tập — Quiz luyện tập
10 câu trắc nghiệm & điền từ từ bài mẫu. Nhấn Nộp bài để xem điểm và giải thích (không lưu kết quả).
Phần 1 — Trắc nghiệm
1. Đề bài thuộc dạng nào?
2. Quan điểm cá nhân?
3. Lợi ích quan điểm 1 (Body 1)?
4. Kỹ năng nhận thức được đề cập?
5. Tác hại chính (Body 2)?
Phần 2 — Điền từ
6. Some argue violent media is merely a .
7. Games can enhance abilities such as attention, reflexes, and .
8. Younger individuals often possess .
9. Children may struggle to .
10. The potential to represents serious societal risks.
Bài viết