Some people say that young people can learn useful skills by playing electronic and computer games. Others say that young people who play electronic and computer games are wasting their time. Discuss both views and give your own opinions.
Opinions are divergent on whether indulging oneself in video games is positive or negative. While some fervently advocate the idea of acquiring helpful skills from them, others hold the opposite view that it is a full waste of time to play such games. This essay will first closely discuss both viewpoints before showing my final thought.
Proponents of learning useful skills from games may argue that games, based on reality simulation, often provide players with practical solutions to various real-world situations. For example, Raft, a survival game depicting the life of a man on the ocean, can help people learn how to find food, to stop bleeding by using bandages, and to protect themselves from dangers. This is a testament to how useful skills learnt from games can be in a world fraught with peril. Another point worth mentioning is the development of a sense of cooperation and communication capability. Games incentivize people to closely collaborate, communicate, and strategize with teammates to defeat the enemies, thereby fostering these skills.
However, detractors extol the idea that playing games is time-consuming. Games can be, they say, an attractive recreational creation, drawing a huge amount of time from people. Players may spend hours and hours on end playing, as they desire revenge for previous lost gameplays. This, as a consequent, squanders the intent time budget on immersing themselves in the world of 3D animation. Moreover, each game often requires hours to finish, irrespective of the process of trial and error. It is no longer difficult to see the reality in which young people glued their eyes firmly to the phone screen to play games. This can take them even a whole day to complete, rendering playing games waste-of-time.
While both viewpoints are valid to some extent, balancing between games and real life is important. Although games can indeed be a vehicle for skill learning and relaxation, it is important to restrict the amount of time spent on these electrical games not to waste any meaningful moment.
Post date | Users | Rates | Link to Content |
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2024-01-02 | tteruchan65 | 89 | view |
2022-09-25 | liu jia bi | 78 | view |
2021-12-22 | Pau Nguyen | 73 | view |
2021-01-28 | gagandeep@13 | 84 | view |
2020-03-30 | michio | 73 | view |
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Transition Words or Phrases used:
first, however, if, may, moreover, so, while, for example
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 13.0 13.1623246493 99% => OK
Auxiliary verbs: 8.0 7.85571142285 102% => OK
Conjunction : 8.0 10.4138276553 77% => OK
Relative clauses : 4.0 7.30460921844 55% => More relative clauses wanted.
Pronoun: 20.0 24.0651302605 83% => OK
Preposition: 50.0 41.998997996 119% => OK
Nominalization: 8.0 8.3376753507 96% => OK
Performance on vocabulary words:
No of characters: 1729.0 1615.20841683 107% => OK
No of words: 333.0 315.596192385 106% => OK
Chars per words: 5.19219219219 5.12529762239 101% => OK
Fourth root words length: 4.27180144563 4.20363070211 102% => OK
Word Length SD: 2.81063113822 2.80592935109 100% => OK
Unique words: 203.0 176.041082164 115% => OK
Unique words percentage: 0.60960960961 0.561755894193 109% => OK
syllable_count: 529.2 506.74238477 104% => OK
avg_syllables_per_word: 1.6 1.60771543086 100% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 6.0 5.43587174349 110% => OK
Article: 2.0 2.52805611222 79% => OK
Subordination: 5.0 2.10420841683 238% => Less adverbial clause wanted.
Conjunction: 2.0 0.809619238477 247% => Less conjunction wanted as sentence beginning.
Preposition: 1.0 4.76152304609 21% => More preposition wanted as sentence beginning.
Performance on sentences:
How many sentences: 17.0 16.0721442886 106% => OK
Sentence length: 19.0 20.2975951904 94% => OK
Sentence length SD: 37.0647054156 49.4020404114 75% => OK
Chars per sentence: 101.705882353 106.682146367 95% => OK
Words per sentence: 19.5882352941 20.7667163134 94% => OK
Discourse Markers: 3.35294117647 7.06120827912 47% => More transition words/phrases wanted.
Paragraphs: 4.0 4.38176352705 91% => OK
Language errors: 0.0 5.01903807615 0% => OK
Sentences with positive sentiment : 9.0 8.67935871743 104% => OK
Sentences with negative sentiment : 6.0 3.9879759519 150% => OK
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: 0.336128952509 0.244688304435 137% => OK
Sentence topic coherence: 0.0947161736874 0.084324248473 112% => OK
Sentence topic coherence SD: 0.0546681025017 0.0667982634062 82% => OK
Paragraph topic coherence: 0.189436223323 0.151304729494 125% => OK
Paragraph topic coherence SD: 0.0290125993626 0.056905535591 51% => OK
Essay readability:
automated_readability_index: 12.8 13.0946893788 98% => OK
flesch_reading_ease: 52.19 50.2224549098 104% => OK
smog_index: 3.1 7.44779559118 42% => Smog_index is low.
flesch_kincaid_grade: 10.7 11.3001002004 95% => OK
coleman_liau_index: 12.82 12.4159519038 103% => OK
dale_chall_readability_score: 9.32 8.58950901804 109% => OK
difficult_words: 100.0 78.4519038076 127% => OK
linsear_write_formula: 9.0 9.78957915832 92% => OK
gunning_fog: 9.6 10.1190380762 95% => OK
text_standard: 13.0 10.7795591182 121% => 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.