Today many children spend a lot of time playing computer games and little time on sports Why is it Is it a positive or negative development

Essay topics:

Today many children spend a lot of time playing computer games and little time on sports. Why is it? Is it a positive or negative development.

Because of the rapid developments of technology in the entertainment field, indoor games have replaced outdoor games among the current generation. In my point of view, this is a negative trend that affects both the physical and mental health of children.

To begin with, the convenient and attractive of video games compared to sports games are the explanation that has eliminated public playgrounds from cities and towns. The aim of building shopping centers and housing complexes in the cities has left little room for kids to enjoy outdoor games like football or basketball. In contrast, since owning a laptop, a smartphone or a tablet are inexpensive, parents tend to leave their kids hooked to the machine so that they will not be disturbed. Secondly, video games append to young children because it is easier for them to become immersed in fantasy. The attraction to playing video games and what makes them fun is that it gives a child the chance to think about a role he would ideally like to take and then get an opportunity to play that role.

Nevertheless, spending time playing computer games for a longer time is absolutely deleterious. If gamers are becoming too addicted and sacrifice sports time for playing games, gaming can be very harmful to their health. The rise in obesity in recent years has been closely correlated with the sedentary lifestyle caused by excessive gaming and lack of exercise. Additionally, for one particular case relating to video games, when they do not have enough money to purchase for new games as they have not earned money yet, stealing from people, especially in their family, is the easiest way for them to serve their purpose. Moreover, a teen's obsession with a violent video game can turn into murder. The teen was so obsessed over a video game that he may have believed that, like the characters in the game, death wasn't real. This could lead to a significant increase in juvenile crime rates.

In conclusion, the increase in gaming and the decline in exercising stem from the development of the game industry and the lack of sports playgrounds. However, playing it too much can bring negative effects on both physical and mental health and it also quite high-priced.

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2021-09-27 lovepreet000 78 view
Essays by user haphuongpham49 :

Comments

Grammar and spelling errors:
Line 4, column 73, Rule ID: TO_NON_BASE[1]
Message: The verb after "to" should be in the base form: 'sport'.
Suggestion: sport
...d attractive of video games compared to sports games are the explanation that has elim...
^^^^^^
Line 6, column 637, Rule ID: POSSESIVE_APOSTROPHE[1]
Message: Possible typo: apostrophe is missing. Did you mean 'teens'' or 'teen's'?
Suggestion: teens'; teen's
...hem to serve their purpose. Moreover, a teens obsession with a violent video game can...
^^^^^
Line 6, column 815, Rule ID: EN_CONTRACTION_SPELLING
Message: Possible spelling mistake found
Suggestion: wasn't
... like the characters in the game, death wasnt real. This could lead to a significant ...
^^^^^

Transition Words or Phrases used:
also, however, if, may, moreover, nevertheless, second, secondly, so, then, in conclusion, in contrast, to begin with

Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments

Performance on Part of Speech:
To be verbs : 12.0 13.1623246493 91% => OK
Auxiliary verbs: 7.0 7.85571142285 89% => OK
Conjunction : 15.0 10.4138276553 144% => OK
Relative clauses : 8.0 7.30460921844 110% => OK
Pronoun: 26.0 24.0651302605 108% => OK
Preposition: 54.0 41.998997996 129% => OK
Nominalization: 5.0 8.3376753507 60% => More nominalizations (nouns with a suffix like: tion ment ence ance) wanted.

Performance on vocabulary words:
No of characters: 1856.0 1615.20841683 115% => OK
No of words: 375.0 315.596192385 119% => OK
Chars per words: 4.94933333333 5.12529762239 97% => OK
Fourth root words length: 4.40055868397 4.20363070211 105% => OK
Word Length SD: 2.66037390856 2.80592935109 95% => OK
Unique words: 214.0 176.041082164 122% => OK
Unique words percentage: 0.570666666667 0.561755894193 102% => OK
syllable_count: 580.5 506.74238477 115% => OK
avg_syllables_per_word: 1.5 1.60771543086 93% => OK

A sentence (or a clause, phrase) starts by:
Pronoun: 2.0 5.43587174349 37% => OK
Article: 8.0 2.52805611222 316% => Less articles wanted as sentence beginning.
Subordination: 4.0 2.10420841683 190% => OK
Conjunction: 0.0 0.809619238477 0% => OK
Preposition: 7.0 4.76152304609 147% => OK

Performance on sentences:
How many sentences: 16.0 16.0721442886 100% => OK
Sentence length: 23.0 20.2975951904 113% => OK
Sentence length SD: 46.0841197567 49.4020404114 93% => OK
Chars per sentence: 116.0 106.682146367 109% => OK
Words per sentence: 23.4375 20.7667163134 113% => OK
Discourse Markers: 7.3125 7.06120827912 104% => OK
Paragraphs: 4.0 4.38176352705 91% => OK
Language errors: 3.0 5.01903807615 60% => OK
Sentences with positive sentiment : 8.0 8.67935871743 92% => OK
Sentences with negative sentiment : 7.0 3.9879759519 176% => OK
Sentences with neutral sentiment: 1.0 3.4128256513 29% => More facts, knowledge or examples wanted.
What are sentences with positive/Negative/neutral sentiment?

Coherence and Cohesion:
Essay topic to essay body coherence: 0.243868170447 0.244688304435 100% => OK
Sentence topic coherence: 0.0841539236849 0.084324248473 100% => OK
Sentence topic coherence SD: 0.083960421592 0.0667982634062 126% => OK
Paragraph topic coherence: 0.143368802223 0.151304729494 95% => OK
Paragraph topic coherence SD: 0.0246100585401 0.056905535591 43% => 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: 56.59 50.2224549098 113% => OK
smog_index: 8.8 7.44779559118 118% => OK
flesch_kincaid_grade: 11.1 11.3001002004 98% => OK
coleman_liau_index: 11.73 12.4159519038 94% => OK
dale_chall_readability_score: 8.99 8.58950901804 105% => OK
difficult_words: 100.0 78.4519038076 127% => OK
linsear_write_formula: 11.0 9.78957915832 112% => OK
gunning_fog: 11.2 10.1190380762 111% => OK
text_standard: 12.0 10.7795591182 111% => OK
What are above readability scores?

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Rates: 84.2696629213 out of 100
Scores by essay e-grader: 7.5 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.