People are calling into question the usefulness of playing computer games. While some advocate the idea that they may prove beneficial for the gamers’ skill development, others dismiss them as a complete waste of time. Both sides of the argument present rational ideas, which will be elaborated.
On the one hand, supporters of virtual games assert that the benefits accruing from them are by no means negligible. To begin with, since the vast majority of these games have been designed strategically, they enable users to devise strategic plans efficiently. That is to say, having faced difficult situations on numerous occasions, they have the ability to make judicious and down‐to‐earth decisions in real‐life contexts as well. For instance, when tackling a challenge or being faced with a dilemma in the workplace, these players are more likely to display acumen and take a decisive action to overcome the difficulty. Moreover, accustomed to anxiety, they can easily cope with stress. This in turn has a far‐reaching positive impact on their performance, affecting manifold aspects of their personal life.
On the other hand, others put forward the argument that these activities are wasteful by nature. The most compelling reason justifying their assertion is that the time and energy expended on playing computer games can be put to better use. In other words, instead of playing games, young people can allot this time and effort to acquiring useful and even marketable skills. More specifically, they can require special expertise useful for either academic or professional progress. A good illustration of this is learning a foreign language, which can give them a competitive edge both on the job market and in their academic life. Furthermore, no lasting and tangible benefit can be reaped of these games; all they provide players with is fleeting excitement.
To conclude, there are logical points on both sides; however, I am of the opinion that young people should not waste their precious time with fruitless pastimes such as computer games. This is mainly because they can use the opportunity to build up other skills instead of getting involved in something with short‐lived effects.
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Grammar and spelling errors:
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...ay prove beneficial for the gamers' skill development, others dismiss them a...
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...jority of these games have been designed strategically, they enable users to devi...
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...uations on numerous occasions, they have the ability to make judicious and down‐t...
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...earth decisions in real‐life contexts as well. For instance, when tackling a chal...
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...nge or being faced with a dilemma in the workplace, these players are more likely...
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...ly to display acumen and take a decisive action to overcome the difficulty. More...
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...e impact on their performance, affecting manifold aspects of their personal life....
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...d the argument that these activities are wasteful by nature. The most compelling...
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...ir assertion is that the time and energy expended on playing computer games can b...
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...es, young people can allot this time and effort to acquiring useful and even mark...
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... expertise useful for either academic or professional progress. A good illustrat...
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... foreign language, which can give them a competitive edge both on the job market ...
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...le benefit can be reaped of these games; all they provide players with is fleetin...
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... there are logical points on both sides; however, I am of the opinion that young ...
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...g people should not waste their precious time with fruitless pastimes such as com...
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Transition Words or Phrases used:
furthermore, however, if, may, moreover, so, well, while, for instance, such as, in other words, to begin with, on the other hand, that is to say
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 15.0 13.1623246493 114% => OK
Auxiliary verbs: 10.0 7.85571142285 127% => OK
Conjunction : 9.0 10.4138276553 86% => OK
Relative clauses : 9.0 7.30460921844 123% => OK
Pronoun: 30.0 24.0651302605 125% => Less pronouns wanted
Preposition: 49.0 41.998997996 117% => OK
Nominalization: 9.0 8.3376753507 108% => OK
Performance on vocabulary words:
No of characters: 1875.0 1615.20841683 116% => OK
No of words: 352.0 315.596192385 112% => OK
Chars per words: 5.32670454545 5.12529762239 104% => OK
Fourth root words length: 4.33147354134 4.20363070211 103% => OK
Word Length SD: 2.85244108295 2.80592935109 102% => OK
Unique words: 212.0 176.041082164 120% => OK
Unique words percentage: 0.602272727273 0.561755894193 107% => OK
syllable_count: 588.6 506.74238477 116% => OK
avg_syllables_per_word: 1.7 1.60771543086 106% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 9.0 5.43587174349 166% => OK
Article: 2.0 2.52805611222 79% => OK
Subordination: 3.0 2.10420841683 143% => OK
Conjunction: 0.0 0.809619238477 0% => OK
Preposition: 7.0 4.76152304609 147% => OK
Performance on sentences:
How many sentences: 17.0 16.0721442886 106% => OK
Sentence length: 20.0 20.2975951904 99% => OK
Sentence length SD: 36.6131936815 49.4020404114 74% => OK
Chars per sentence: 110.294117647 106.682146367 103% => OK
Words per sentence: 20.7058823529 20.7667163134 100% => OK
Discourse Markers: 8.52941176471 7.06120827912 121% => OK
Paragraphs: 4.0 4.38176352705 91% => OK
Language errors: 15.0 5.01903807615 299% => Less language errors wanted.
Sentences with positive sentiment : 13.0 8.67935871743 150% => OK
Sentences with negative sentiment : 4.0 3.9879759519 100% => OK
Sentences with neutral sentiment: 0.0 3.4128256513 0% => More facts, knowledge or examples wanted.
What are sentences with positive/Negative/neutral sentiment?
Coherence and Cohesion:
Essay topic to essay body coherence: 0.310672954832 0.244688304435 127% => OK
Sentence topic coherence: 0.0951429536078 0.084324248473 113% => OK
Sentence topic coherence SD: 0.0980375269062 0.0667982634062 147% => OK
Paragraph topic coherence: 0.199272126909 0.151304729494 132% => OK
Paragraph topic coherence SD: 0.0888267862798 0.056905535591 156% => OK
Essay readability:
automated_readability_index: 14.0 13.0946893788 107% => OK
flesch_reading_ease: 42.72 50.2224549098 85% => OK
smog_index: 8.8 7.44779559118 118% => OK
flesch_kincaid_grade: 12.3 11.3001002004 109% => OK
coleman_liau_index: 13.63 12.4159519038 110% => OK
dale_chall_readability_score: 9.65 8.58950901804 112% => OK
difficult_words: 112.0 78.4519038076 143% => OK
linsear_write_formula: 9.0 9.78957915832 92% => OK
gunning_fog: 10.0 10.1190380762 99% => OK
text_standard: 14.0 10.7795591182 130% => OK
What are above readability scores?
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Rates: 89.8876404494 out of 100
Scores by essay e-grader: 8.0 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.