---
url: https://gaojian.site/ielts-writing/75-essay-9.md
description: Task 2写作训练：电子游戏：利弊权衡需要比较标准。看懂题目，读熟表达，回忆后换题使用。
---

# 正文 68｜电子游戏：利弊权衡需要比较标准

## 本节题目

> Some people regard video games as harmless fun, or even as a useful educational tool. Others, however, believe that videos games are having an adverse effect on the people who play them. In your opinion, do the drawbacks of video games outweigh the benefits?

## 读熟范文，理解选择

### 参考回答

Video games have become a popular pastime, particularly among children, with many people considering them as harmless entertainment or even useful educational tools. While I acknowledge that video games can offer some benefits, I believe their negative effects are more pronounced and outweigh their advantages.

On one hand, video games can provide both enjoyment and educational value. Gamers are often immersed in virtual worlds that are more stimulating and engaging than real-life activities. From an educational standpoint, certain video games promote creativity and imagination, while also enhancing important cognitive skills such as concentration, logical thinking, and problem-solving. These abilities can be beneficial in various real-life situations beyond gaming. Additionally, some simulation games, such as those used for piloting aircraft, can help players practise motor skills and prepare for real-world tasks.

However, I argue that these potential benefits are overshadowed by the detrimental effects associated with video game usage. One of the primary concerns is addiction, as many games are designed to be highly engaging, with constant rewards, points, and new levels to keep players hooked. This can lead children to spend excessive amounts of time playing, sometimes neglecting other important activities. For instance, a child may sacrifice their schoolwork or even sleep in order to continue playing. Moreover, long gaming sessions can leave less time for exercise, as players often remain seated and inactive for extended periods.

In conclusion, while video games may offer some educational and entertainment value, the adverse effects—such as addiction, poor academic performance, and health issues—seem to be more significant. Therefore, I believe the drawbacks of video games outweigh their potential benefits.

### 中文理解

电子游戏已经成为一种受欢迎的休闲活动，尤其受到孩子们的喜爱；很多人把它看成无害的娱乐，甚至是有用的教育工具。我承认电子游戏有一定好处，但我认为，它的负面影响更突出，超过了这些优点。

一方面，电子游戏既能带来乐趣，也有教育价值。玩家常常沉浸在虚拟世界中，觉得它比现实生活中的活动更有刺激性、更吸引人。从教育角度看，一些游戏能激发创造力和想象力，还能提升专注力、逻辑思维和解决问题的能力等重要认知技能。这些能力在游戏之外的多种现实情境中也有用。此外，一些模拟游戏，例如飞行模拟游戏，能帮助玩家练习动作技能，为现实中的任务做好准备。

不过，我认为，与玩电子游戏有关的负面影响，盖过了这些潜在好处。其中一个主要问题是沉迷，因为许多游戏用持续的奖励、积分和新关卡来吸引玩家，让他们不断玩下去。这可能导致孩子花过多时间玩游戏，有时忽视其他重要活动。例如，孩子可能为了继续玩游戏而牺牲学习时间，甚至少睡觉。另外，长时间玩游戏可能会挤占锻炼时间，因为玩家往往会连续很久坐着，缺少活动。

总之，电子游戏虽然有一定教育和娱乐价值，但沉迷、学业受影响和健康问题等负面影响似乎更为重要。因此，我认为电子游戏的弊端超过了它可能带来的好处。

### 逻辑链

* 引言｜明确弊大于利的立场：承认有益处 → 判断负面影响更大，不停在两边都有道理。

* 主体一｜承认具体益处：娱乐与刺激 → 创造、专注和技能练习 → 说明潜在价值。

* 主体二｜解释为何弊端更重：奖励设计吸引持续玩 → 挤压学业、睡眠与运动 → 核心生活活动受影响。

* 结论｜重申相对轻重：学习与娱乐价值存在 → 时间与生活上的代价更严重，因此认为弊大于利。

### 本题词伙

* **educational value**：教育价值；offer educational value，用具体技能说明价值。

* **cognitive skills**：认知技能；develop cognitive skills，配合 concentration 等具体技能。

* **problem-solving**：解决问题的能力；problem-solving skills 是常见复合表达。

* **academic performance**：学业表现；affect / improve academic performance，不用 academic result 代替所有学习表现。

* **potential benefits**：潜在好处；potential 限定尚非必然实现的好处。

### 替换与拓展

* **spend excessive time on**：在……上花过多时间

  Some players spend excessive time on online games.

* **neglect schoolwork**：忽视学业

  Long gaming sessions may lead children to neglect schoolwork.

* **set reasonable limits**：设定合理限度

  Parents can help children set reasonable limits on gaming time.

### 句型语法

* **用 while 让步，同时给明确权衡**：while 这里相当于 although，并非表示两个动作同时发生。先承认益处，再用主句判断影响的轻重。

  原句：While I acknowledge that video games can offer some benefits, I believe their negative effects are more pronounced and outweigh their advantages.

  结构：While I acknowledge that…, I believe…

  迁移：While I acknowledge that cars are convenient, I believe cities should prioritise public transport.

  我承认汽车很方便，但我认为城市应该优先发展公共交通。

* **用 lead someone to do 解释行为后果**：This 指前文持续奖励与吸引设计；can 说明可能的行为变化。写后果时要明确指代，不把 This 当万能连接。

  原句：This can lead children to spend excessive amounts of time playing, sometimes neglecting other important activities.

  结构：This can lead + 人 + to + 动词.

  迁移：Unclear instructions can lead students to repeat the same mistakes.

  不清楚的指示可能让学生反复犯同样的错误。

* **用 can 表达有条件的时间挤占**：本句用 can 写可解释的机制，并不声称已有某项研究证明所有玩家变胖。less time for 后接活动名词。

  原句：Moreover, long gaming sessions can leave less time for exercise, as players often remain seated and inactive for extended periods.

  结构：… can leave less time for…

  迁移：Long commutes can leave less time for family activities.

  长时间通勤可能会减少陪伴家人的时间。

## 选择与组织 · 为什么这样写

### 把题目要求拆清楚

要求判断drawbacks是否outweigh benefits；列出双方并不自动完成权衡。

### 怎样组织段落

承认教育娱乐价值→解释过度使用的影响→按严重性和可控性作比较。

### 为什么这样选择

不是缺点数量更多就更重要；说明影响谁、多严重、在何种使用条件下成立。

## 语言与精度 · 本节重点

excessive gaming不同于all gaming；could、may限制非必然影响。

## 最后练一练 · 先组织，再写

读熟后，可以先遮住参考，回忆本节最有用的两三句。想动笔时再打开下方写作台，不需要首次学习就完成全文。

### 定点练习

为“Drawbacks outweigh benefits.”补一条比较理由。

::: details 写完后看一种参考处理

> For children who play excessively, the loss of sleep and study time may outweigh the educational value of the games.

检查它修正了什么意义或关系。可以使用不同措辞，但信息需要准确。

:::

### 换题使用

**本站自编迁移题**

自编题：Do the benefits of social media for teenagers outweigh the drawbacks? 用严重性、范围或可控性中的一个标准比较。

先试一段，再视需要写全文。将新内容写在写作台的“迁移”中；原稿留在“初稿”，修订另存到“修改”。图表题需要重新识别特征，书信与议论文需要重新回应任务。

::: details 打开写作台 · 短练、全文与复盘

> Some people regard video games as harmless fun, or even as a useful educational tool. Others, however, believe that videos games are having an adverse effect on the people who play them. In your opinion, do the drawbacks of video games outweigh the benefits?

全文练习至少250词，约40分钟；本节短练可以先写一个主体段。

**留一个复盘**：我能回忆哪组表达？换了内容后，哪一句还不熟？下一次先检查这个问题。

:::
