Playing computer games is a waste of time. Children should not be allowed to play them. Agree/Disagree
Since the emergence of modern technology, the very intrinsic nature of recreational activities has been changed. Computer gaming is one of the embodiments of modern entertainment. In this vein, there has been always a heated controversy when it comes to the pros and cons of computer games considering children. Some are of the opinion that playing computer games should be prohibited since it wastes kids' valuable time, whereas, personally , I believe otherwise. The chief reasons to substantiate my viewpoint are elaborated upon hereunder.
First and foremost, playing computer games could completely lead children to a promising and glorious career, which self-evidently will bring about wealth and prosperity. To illustrate, owing to the utilizing fantasy and virtual reality by these games, the kids’ imagination and ingenuity would blossom to its full potential. To be more specific, observing different novel ideas through characters and exciting situations in these games, kids will create some associations in their mind, which they will employ to incorporate them with their own ideas, and finally make their own video games. Undoubtedly, the market of creating computer games is one of the most lucrative ones in the sphere of the entertainment business. My personal experience is convincing in this regard. When I was a very young kid, I was an authentic video-game aficionado. My enthusiasm had been fired by these games. My parents used to blame me as they believed that I was wasting my precious time. However, as time goes by, a great number of stunning ideas kept striking to my mind about how to create an amazing game. Long story short, I succeeded to create my first game, bringing about an avalanche of money to my bank account. Unequivocally, not labeling playing computer games a waste of time, if one know how money-making it could be. Hence, kids should be allowed to be enchanted with these games.
Second, so far-reaching is the outstanding impact of computer games on mental health and life skills, contributing to a positive lifestyle that one cannot afford to treat it lightly. There is a swarm of indispensable factors in this matter, which I will explore some significant ones. First, as most of these games require group making, children could hone their vital social skills, such as cooperation, leadership, social intercourse, and making friends by virtue of playing computer games with various people having distinct personalities all around the world. Furthermore, nowadays children are under the overwhelming pressure of schools and families, which they can devote some time to play games as an excellent means of relaxation and enjoyment. As a result, their soul and mind will be always refreshed and ready to deal with the vicissitudes of modern life, which is a recipe for being hale and healthy psychologically. Having said that, hardly could anyone assert that playing computer games is a waste of time. Instead of banning children from playing computer games, they should be encouraged to playing them to a reasonable extent.
To recapitulate, with all this taken into account, I have a dominant conviction that the merits of computer games for children outweigh its demerits and they should not be forbidden from playing as it is not a waste of time. Playing computer games contributes to not only flourishing their future career but a healthy lifestyle as well.
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- Describe the diagram 78
Grammar and spelling errors:
Line 1, column 442, Rule ID: COMMA_PARENTHESIS_WHITESPACE
Message: Put a space after the comma, but not before the comma
Suggestion: ,
... kids valuable time, whereas, personally , I believe otherwise. The chief reasons ...
^^
Line 3, column 131, Rule ID: WHITESPACE_RULE
Message: Possible typo: you repeated a whitespace
Suggestion:
...nd glorious career, which self-evidently will bring about wealth and prosperity. ...
^^
Line 5, column 267, Rule ID: WHITESPACE_RULE
Message: Possible typo: you repeated a whitespace
Suggestion:
...n this matter, which I will explore some significant ones. First, as most of thes...
^^
Line 5, column 788, Rule ID: ADVERB_WORD_ORDER[8]
Message: The adverb 'always' is usually put between 'will' and 'be'.
Suggestion: will always be
...yment. As a result, their soul and mind will be always refreshed and ready to deal with the vi...
^^^^^^^^^^^^^^
Transition Words or Phrases used:
but, finally, first, furthermore, hence, however, if, second, so, then, thus, well, whereas, such as, as a result
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 26.0 15.1003584229 172% => OK
Auxiliary verbs: 16.0 9.8082437276 163% => OK
Conjunction : 17.0 13.8261648746 123% => OK
Relative clauses : 13.0 11.0286738351 118% => OK
Pronoun: 51.0 43.0788530466 118% => OK
Preposition: 74.0 52.1666666667 142% => OK
Nominalization: 9.0 8.0752688172 111% => OK
Performance on vocabulary words:
No of characters: 2870.0 1977.66487455 145% => OK
No of words: 550.0 407.700716846 135% => OK
Chars per words: 5.21818181818 4.8611393121 107% => OK
Fourth root words length: 4.84273464058 4.48103885553 108% => OK
Word Length SD: 2.91764964839 2.67179642975 109% => OK
Unique words: 290.0 212.727598566 136% => OK
Unique words percentage: 0.527272727273 0.524837075471 100% => OK
syllable_count: 889.2 618.680645161 144% => OK
avg_syllables_per_word: 1.6 1.51630824373 106% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 9.0 9.59856630824 94% => OK
Article: 5.0 3.08781362007 162% => OK
Subordination: 6.0 3.51792114695 171% => OK
Conjunction: 2.0 1.86738351254 107% => OK
Preposition: 8.0 4.94265232975 162% => OK
Performance on sentences:
How many sentences: 26.0 20.6003584229 126% => OK
Sentence length: 21.0 20.1344086022 104% => OK
Sentence length SD: 60.4097081622 48.9658058833 123% => OK
Chars per sentence: 110.384615385 100.406767564 110% => OK
Words per sentence: 21.1538461538 20.6045352989 103% => OK
Discourse Markers: 4.34615384615 5.45110844103 80% => OK
Paragraphs: 4.0 4.53405017921 88% => OK
Language errors: 4.0 5.5376344086 72% => OK
Sentences with positive sentiment : 17.0 11.8709677419 143% => OK
Sentences with negative sentiment : 4.0 3.85842293907 104% => OK
Sentences with neutral sentiment: 5.0 4.88709677419 102% => OK
What are sentences with positive/Negative/neutral sentiment?
Coherence and Cohesion:
Essay topic to essay body coherence: 0.424493421568 0.236089414692 180% => OK
Sentence topic coherence: 0.124002401965 0.076458572812 162% => OK
Sentence topic coherence SD: 0.120089101469 0.0737576698707 163% => OK
Paragraph topic coherence: 0.309845624495 0.150856017488 205% => OK
Paragraph topic coherence SD: 0.0572230268975 0.0645574589148 89% => OK
Essay readability:
automated_readability_index: 13.7 11.7677419355 116% => OK
flesch_reading_ease: 50.16 58.1214874552 86% => OK
smog_index: 8.8 6.10430107527 144% => OK
flesch_kincaid_grade: 11.5 10.1575268817 113% => OK
coleman_liau_index: 13.0 10.9000537634 119% => OK
dale_chall_readability_score: 8.98 8.01818996416 112% => OK
difficult_words: 150.0 86.8835125448 173% => OK
linsear_write_formula: 10.5 10.002688172 105% => OK
gunning_fog: 10.4 10.0537634409 103% => OK
text_standard: 9.0 10.247311828 88% => OK
What are above readability scores?
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Better to have 5 paragraphs with 3 arguments. And try always support/against one side but compare two sides, like this:
para 1: introduction
para 2: reason 1. address both of the views presented for reason 1
para 3: reason 2. address both of the views presented for reason 2
para 4: reason 3. address both of the views presented for reason 3
para 5: conclusion.
So how to find out those reasons. There is a formula:
reasons == advantages or
reasons == disadvantages
for example, we can always apply 'save time', 'save/make money', 'find a job', 'make friends', 'get more information' as reasons to all essay/speaking topics.
or we can apply 'waste time', 'waste money', 'no job', 'make bad friends', 'get bad information' as reasons to all essay/speaking topics.
Rates: 90.0 out of 100
Scores by essay e-grader: 27.0 Out of 30
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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.