There is no denying the fact that the electronic-based games of violent nature have gained popularity over the years and often make people, particularly the youth, populate various gaming centers to entertain themselves. It is therefore worth focusing attention on any impact these games might have on users in particular and society at large.
To set the ball rolling, a majority of people throng to gaming centers to either entertain themselves passively by watching without playing the games themselves or actively by playing the games themselves. Stress accumulated as a result of long hours of work is relieved leaving the beneficiaries with a refreshed mind and relaxed body for other work schedules. In fact, this buttresses the saying 'all work without play makes Jack a dull boy'. Productivity does not increase anywhere when the individuals involved in the work are fatigued without relieving stress. No wonder most companies have attached game centers where workers periodically take breaks and go to watch or play games of their choice in order to refresh their minds
Another positive benefit is that some electronic games do not only give recreational effect but are also monetized. Players of these games play for monetary rewards on winning events, and this could go a long way to augment their income. This is why there are numerous betting centers today where people go to play games such as roulette, chess, oware, just to mention a few in return for monetary rewards if their chosen event comes true.
Also, the saying that 'no man is an island' reinforces the importance of sociability and social connection. At gaming centers, people of all ages and from diverse backgrounds come together to play. As a result, new friends are made and skills of social relations are developed. Undoubtedly, an environment of friendship is created and risk of hostility and violence emanating from individuals who do not know you is drastically minimized.
On the contrary, admirers, and players of these violent games may put to use what they see being performed on the computer screens. As the saying goes 'you are what you eat', most of these people will definitely practice what they learn and see on the computer screens. No wonder society is rife with illegal possession of weapons such as guns and knives among others. They shot and stab innocent people at the slightest provocation, and this is a reflection of what is happening in the world today.
It is also not less in importance to state that addiction to these electronic grames is growing at a fast pace. Many people, particularly the youth, spend virtually all day at these gaming centers and as a result, they get addicted to gambling, losing monies they cannot afford to lose. No wonder today, suicidal tendencies among people who play these games are rife. Recent health statistics reported that more than 30% of the youth aged 20 and above who spend hours watching and playing violent films and games develop addictions and psycho-social defects, hence need assistance to come out it. Presumably, this could negatively affect their academic work and performance.
Last but not the least, violent films and video games have a tendency to erode the moral values of individuals who play them. As morality is a direct opposite to actions and content shown by these films and games, and the more people are exposed to these violent games, less attention is given to morality. Undoubtedly, this consequence has a potential to corrupt the entire society with violence. Why are there an increasing number of Christian denominations and other religions, yet violence is widespread? Was this the case in the olden days? The negative effects continue unabated.
Conclusively, there is no doubt in declaring my stance for those who call for the ban of films and computer-based games of violent nature as their negative effects outweigh their benefits.
- The chart below shows the percentage of male and female teachers in six different types of educational setting in the UK in 2010. 56
- More and more people are relying on cars as their preferable mode of transport. What are the problems associated with this overdependence .what can be done to control this ? Discuss effects and solutions also ? 73
- Films and computer games containing violence are popular now. Some people think they have a negative effect on society and should be banned. Others think they are just a harmless relaxation. Discuss both sides and give your own opinion. 67
- Nowadays young people spend too much of their time in shopping malls. Some people fear that this may have negative effects on young people and the society they live in. To what extent do you agree or disagree? 73
- People believe that they should be able to keep all the money they earn and should not pay tax to the state. To what extent do you agree or disagree? 78
Grammar and spelling errors:
Line 5, column 411, Rule ID: NON3PRS_VERB[4]
Message: The pronoun 'you' must be used with a non-third-person form of a verb: 'be'
Suggestion: be
...ng from individuals who do not know you is drastically minimized. On the contra...
^^
Line 8, column 453, Rule ID: IN_WHO[1]
Message: Did you mean 'whom'?
Suggestion: whom
...than 30% of the youth aged 20 and above who spend hours watching and playing violen...
^^^
Transition Words or Phrases used:
also, but, hence, if, may, so, therefore, in fact, in particular, no doubt, such as, as a result, on the contrary
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 28.0 13.1623246493 213% => Less to be verbs wanted.
Auxiliary verbs: 7.0 7.85571142285 89% => OK
Conjunction : 32.0 10.4138276553 307% => Less conjunction wanted
Relative clauses : 13.0 7.30460921844 178% => OK
Pronoun: 46.0 24.0651302605 191% => Less pronouns wanted
Preposition: 79.0 41.998997996 188% => OK
Nominalization: 17.0 8.3376753507 204% => Less nominalizations (nouns with a suffix like: tion ment ence ance) wanted.
Performance on vocabulary words:
No of characters: 3277.0 1615.20841683 203% => Less number of characters wanted.
No of words: 645.0 315.596192385 204% => Less content wanted.
Chars per words: 5.08062015504 5.12529762239 99% => OK
Fourth root words length: 5.03952876749 4.20363070211 120% => OK
Word Length SD: 2.7394370505 2.80592935109 98% => OK
Unique words: 329.0 176.041082164 187% => OK
Unique words percentage: 0.51007751938 0.561755894193 91% => More unique words wanted or less content wanted.
syllable_count: 1025.1 506.74238477 202% => syllable counts are too long.
avg_syllables_per_word: 1.6 1.60771543086 100% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 8.0 5.43587174349 147% => OK
Article: 4.0 2.52805611222 158% => OK
Subordination: 3.0 2.10420841683 143% => OK
Conjunction: 5.0 0.809619238477 618% => Less conjunction wanted as sentence beginning.
Preposition: 4.0 4.76152304609 84% => OK
Performance on sentences:
How many sentences: 29.0 16.0721442886 180% => OK
Sentence length: 22.0 20.2975951904 108% => OK
Sentence length SD: 57.3767199349 49.4020404114 116% => OK
Chars per sentence: 113.0 106.682146367 106% => OK
Words per sentence: 22.2413793103 20.7667163134 107% => OK
Discourse Markers: 3.89655172414 7.06120827912 55% => More transition words/phrases wanted.
Paragraphs: 8.0 4.38176352705 183% => Less paragraphs wanted.
Language errors: 2.0 5.01903807615 40% => OK
Sentences with positive sentiment : 11.0 8.67935871743 127% => OK
Sentences with negative sentiment : 16.0 3.9879759519 401% => Less negative sentences wanted.
Sentences with neutral sentiment: 2.0 3.4128256513 59% => OK
What are sentences with positive/Negative/neutral sentiment?
Coherence and Cohesion:
Essay topic to essay body coherence: 0.180226972002 0.244688304435 74% => OK
Sentence topic coherence: 0.0469512825059 0.084324248473 56% => OK
Sentence topic coherence SD: 0.0350302495502 0.0667982634062 52% => OK
Paragraph topic coherence: 0.0867527522719 0.151304729494 57% => OK
Paragraph topic coherence SD: 0.0273146551974 0.056905535591 48% => Paragraphs are similar to each other. Some content may get duplicated or it is not exactly right on the topic.
Essay readability:
automated_readability_index: 13.6 13.0946893788 104% => OK
flesch_reading_ease: 49.15 50.2224549098 98% => OK
smog_index: 8.8 7.44779559118 118% => OK
flesch_kincaid_grade: 11.9 11.3001002004 105% => OK
coleman_liau_index: 12.48 12.4159519038 101% => OK
dale_chall_readability_score: 8.69 8.58950901804 101% => OK
difficult_words: 162.0 78.4519038076 206% => Less difficult words wanted.
linsear_write_formula: 15.0 9.78957915832 153% => OK
gunning_fog: 10.8 10.1190380762 107% => OK
text_standard: 9.0 10.7795591182 83% => OK
What are above readability scores?
---------------------
Maximum five paragraphs wanted.
Rates: 67.4157303371 out of 100
Scores by essay e-grader: 6.0 Out of 9
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Note: the e-grader does NOT examine the meaning of words and ideas. VIP users will receive further evaluations by advanced module of e-grader and human graders.