Many doctors are concerned about the high use of computer games by children and young people. What mental and physical problems may arise from excessive use of these games? How could these problems be reduced?
As mobile devices become more and more popular, computer games have made it increasingly difficult for younger generations to maintain a well-balanced lifestyle. Let’s consider some potential drawbacks of video games and outlines possible remedies.
Let’s start with the first prominent psychological setback of playing video game compulsively. Video games are designed to engage players for a prolonged period of time through instant gratification features. Being addicted would prevent players from learning people skills and socializing with family members and friends. Another controversial topic sparked debates among audience and critics alike is the normalization of ultra-violence in certain games. Research has demonstrated the correlation between human behaviors and the media content we are exposed to. In recent memories, Slenderman, a popular horror game, was under fire when two teenagers, inspired by the event in the game, purposely injured one victim senselessly with a sharp object. Furthermore, oversexualization of game characters also increases unrealistic expectation of body images among young audience leading to low self-esteem issues.
The negative impacts of video games on physical health can be catastrophic. Sitting while playing games recklessly for a long time would reduce the number of calories burnt normally through exercises; thus, lead to potential issues such as obesity or diabetes. Repetitive movements of hands and wrists can cause numbness and chronic pain. Besides, compulsive gaming can also cause severe weight loss or lack of personal hygiene due to neglection.
One optimal solution to reduce game addiction is time limit. Parents or guardians can set time restriction on their children to help balance between work and play activities. Next, popularization of sports is a good way to detoxify sedentary lifestyles. An alternative educational game such as Duolingo where users can play and learn a new language is another innovative remedy. Lastly, to deal with extreme addiction, therapy sessions or rehabilitation centers would offer professional help to integrate hardcore gamers back to society.
Overall, the dangers of video game addiction pose severe mental and physical risks to avid players. Effective solutions include setting time restriction, introducing healthier alternatives or offering professional assistance for extreme cases.
Post date | Users | Rates | Link to Content |
---|---|---|---|
2019-09-24 | Neha Bathani | 84 | view |
2019-07-17 | amrit42087 | 73 | view |
2019-03-23 | marktran | 89 | view |
2018-09-29 | Rina Arora | 84 | view |
2018-09-19 | Madhumuppa | 73 | view |
- Many doctors are concerned about the high use of computer games by children and young people. What mental and physical problems may arise from excessive use of these games? How could these problems be reduced? 89
- In many countries, traditional dress and costumes are considered effective ways of maintaining links with the past. How effective can traditional costumes be, in this sense? What other ways exist to help citizens connect with a country's past? 84
- There are many problems caused by mobile phones. What are the advantages of mobile phones? What are the disadvantages? 89
- Some people believe that there should be fixed punishments for each type of crime. Others, however, argue that the circumstances of an individual crime, and the motivation for committing it, should always be taken into account when deciding on the punishm 84
Grammar and spelling errors:
Line 3, column 160, Rule ID: PERIOD_OF_TIME[1]
Message: Use simply 'period'.
Suggestion: period
...igned to engage players for a prolonged period of time through instant gratification features....
^^^^^^^^^^^^^^
Line 3, column 266, Rule ID: AFFORD_VB[1]
Message: This verb is used with the infinitive: 'to people'
Suggestion: to people
...ted would prevent players from learning people skills and socializing with family memb...
^^^^^^
Transition Words or Phrases used:
also, besides, first, furthermore, if, lastly, so, thus, well, while, such as
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 9.0 13.1623246493 68% => OK
Auxiliary verbs: 8.0 7.85571142285 102% => OK
Conjunction : 16.0 10.4138276553 154% => OK
Relative clauses : 2.0 7.30460921844 27% => More relative clauses wanted.
Pronoun: 3.0 24.0651302605 12% => OK
Preposition: 43.0 41.998997996 102% => OK
Nominalization: 19.0 8.3376753507 228% => Less nominalizations (nouns with a suffix like: tion ment ence ance) wanted.
Performance on vocabulary words:
No of characters: 2068.0 1615.20841683 128% => OK
No of words: 349.0 315.596192385 111% => OK
Chars per words: 5.92550143266 5.12529762239 116% => OK
Fourth root words length: 4.32221490584 4.20363070211 103% => OK
Word Length SD: 3.09285743479 2.80592935109 110% => OK
Unique words: 239.0 176.041082164 136% => OK
Unique words percentage: 0.684813753582 0.561755894193 122% => OK
syllable_count: 657.9 506.74238477 130% => OK
avg_syllables_per_word: 1.9 1.60771543086 118% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 0.0 5.43587174349 0% => OK
Article: 4.0 2.52805611222 158% => OK
Subordination: 1.0 2.10420841683 48% => OK
Conjunction: 0.0 0.809619238477 0% => OK
Preposition: 2.0 4.76152304609 42% => More preposition wanted as sentence beginning.
Performance on sentences:
How many sentences: 20.0 16.0721442886 124% => OK
Sentence length: 17.0 20.2975951904 84% => The Avg. Sentence Length is relatively short.
Sentence length SD: 35.5407864291 49.4020404114 72% => OK
Chars per sentence: 103.4 106.682146367 97% => OK
Words per sentence: 17.45 20.7667163134 84% => OK
Discourse Markers: 3.85 7.06120827912 55% => More transition words/phrases wanted.
Paragraphs: 5.0 4.38176352705 114% => OK
Language errors: 2.0 5.01903807615 40% => OK
Sentences with positive sentiment : 11.0 8.67935871743 127% => OK
Sentences with negative sentiment : 8.0 3.9879759519 201% => Less negative sentences wanted.
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: 0.149902233375 0.244688304435 61% => OK
Sentence topic coherence: 0.0451141193275 0.084324248473 54% => OK
Sentence topic coherence SD: 0.0374862206076 0.0667982634062 56% => OK
Paragraph topic coherence: 0.0827924049206 0.151304729494 55% => OK
Paragraph topic coherence SD: 0.0162926765836 0.056905535591 29% => 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: 15.2 13.0946893788 116% => OK
flesch_reading_ease: 28.84 50.2224549098 57% => Flesch_reading_ease is low.
smog_index: 8.8 7.44779559118 118% => OK
flesch_kincaid_grade: 13.5 11.3001002004 119% => OK
coleman_liau_index: 16.82 12.4159519038 135% => OK
dale_chall_readability_score: 11.04 8.58950901804 129% => OK
difficult_words: 145.0 78.4519038076 185% => OK
linsear_write_formula: 10.5 9.78957915832 107% => OK
gunning_fog: 8.8 10.1190380762 87% => OK
text_standard: 9.0 10.7795591182 83% => OK
What are above readability scores?
---------------------
Rates: 89.8876404494 out of 100
Scores by essay e-grader: 8.0 Out of 9
---------------------
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.