Do agree or disagree with the following statement? Playing a game is fun only when you win
With the passage of time, numerous games have been created in today’s world. We can categorize them into different kinds such as individual, social, digital, physical games, to name but a few. I subscribe to the idea that playing any kind of games is fun, whether players win or lose the game. To support my claim, I provide two reasons as follows:
The first and foremost reason is rooted in the major purpose of any kind of games, which is entertainment. The competition is an inseparable factor in any game, and as we all know, any competition is accompanied by excitement. Hence, playing a game is one way to occupy our tedious free time and to convert it into amusing, exiting time by competing with one another. Therefore, whether or not any individual wins a game, he or she competes with their rivals, occupies their free time, and experiences thrilling time, which all are constitutions of a well-qualified recreational activity, with the result that playing a game can properly fulfill its major purpose and create fun time under any circumstances. Although during a game we can lose and witness unfavorable behavior and events like cheats, discussions, and so forth, I remember that most of my funniest and most joyful memories contain playing games with my family and friends.
The second reason relies on didactic features of games. Whether or not a game is an educational type, and whether its players win or otherwise, I believe that any game can either teach its players some positive points or encourage them to improve some of their skills in a pleasant, unconscious, and joyful fashion. Indeed, competition and being victorious in a game creates its players incentive to learn or exercise before a game starts, and losing a game can be instructive in a funny manner. For instance, when a player loses a chess game, he or she can learn some techniques and methods from their rivals in an exciting manner that they never forget them. As a result, we can play a game for a recreational purpose and also learn and enhance our abilities, which results in the funniest time of our lives.
In conclusion, with taken all this into account, I do believe that playing a game is fun, even if its players lose the game because of the entertainment purpose of any game and of either implicitly or explicitly didactic features of any games. Additionally, does one want to make his or her free time bitter on account of losing a game?
- In some countries teenagers have jobs while they are still students Do you think this is a good idea 80
- Too much education is dangerous If people receive more education than they need to function in their job it only breeds dissatisfaction To what extend do you agree with this 64
- Some people prefer to live in the country Others prefer to live in the town or big cities which do you prefer 73
- Leader like John F Kennedy and Martin Luther King have made important contributions to the people of the United State Name another world leader you think is important Given specific reasons for your choice 83
- How do movies or television influence people s behavior 80
Grammar and spelling errors:
Line 3, column 380, Rule ID: WHETHER[7]
Message: Perhaps you can shorten this phrase to just 'whether'. It is correct though if you mean 'regardless of whether'.
Suggestion: whether
... competing with one another. Therefore, whether or not any individual wins a game, he or she c...
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Line 5, column 57, Rule ID: WHETHER[7]
Message: Perhaps you can shorten this phrase to just 'Whether'. It is correct though if you mean 'regardless of whether'.
Suggestion: Whether
...n relies on didactic features of games. Whether or not a game is an educational type, and whet...
^^^^^^^^^^^^^^
Line 5, column 478, Rule ID: IN_A_X_MANNER[1]
Message: Consider replacing "in a funny manner" with adverb for "funny"; eg, "in a hasty manner" with "hastily".
...s, and losing a game can be instructive in a funny manner. For instance, when a player loses a ch...
^^^^^^^^^^^^^^^^^
Line 5, column 611, Rule ID: IN_A_X_MANNER[1]
Message: Consider replacing "in an exciting manner" with adverb for "exciting"; eg, "in a hasty manner" with "hastily".
...echniques and methods from their rivals in an exciting manner that they never forget them. As a resul...
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Transition Words or Phrases used:
also, but, first, hence, if, second, so, therefore, well, for instance, in conclusion, kind of, such as, as a result
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 12.0 15.1003584229 79% => OK
Auxiliary verbs: 7.0 9.8082437276 71% => OK
Conjunction : 29.0 13.8261648746 210% => Less conjunction wanted
Relative clauses : 10.0 11.0286738351 91% => OK
Pronoun: 42.0 43.0788530466 97% => OK
Preposition: 48.0 52.1666666667 92% => OK
Nominalization: 8.0 8.0752688172 99% => OK
Performance on vocabulary words:
No of characters: 2030.0 1977.66487455 103% => OK
No of words: 422.0 407.700716846 104% => OK
Chars per words: 4.81042654028 4.8611393121 99% => OK
Fourth root words length: 4.53239876712 4.48103885553 101% => OK
Word Length SD: 2.79177091845 2.67179642975 104% => OK
Unique words: 210.0 212.727598566 99% => OK
Unique words percentage: 0.497630331754 0.524837075471 95% => More unique words wanted or less content wanted.
syllable_count: 650.7 618.680645161 105% => OK
avg_syllables_per_word: 1.5 1.51630824373 99% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 9.0 9.59856630824 94% => OK
Article: 3.0 3.08781362007 97% => OK
Subordination: 4.0 3.51792114695 114% => OK
Conjunction: 6.0 1.86738351254 321% => Less conjunction wanted as sentence beginning.
Preposition: 6.0 4.94265232975 121% => OK
Performance on sentences:
How many sentences: 15.0 20.6003584229 73% => Need more sentences. Double check the format of sentences, make sure there is a space between two sentences, or have enough periods. And also check the lengths of sentences, maybe they are too long.
Sentence length: 28.0 20.1344086022 139% => The Avg. Sentence Length is relatively long.
Sentence length SD: 75.0106362828 48.9658058833 153% => OK
Chars per sentence: 135.333333333 100.406767564 135% => OK
Words per sentence: 28.1333333333 20.6045352989 137% => OK
Discourse Markers: 7.73333333333 5.45110844103 142% => OK
Paragraphs: 4.0 4.53405017921 88% => OK
Language errors: 4.0 5.5376344086 72% => OK
Sentences with positive sentiment : 12.0 11.8709677419 101% => OK
Sentences with negative sentiment : 1.0 3.85842293907 26% => More negative sentences wanted.
Sentences with neutral sentiment: 2.0 4.88709677419 41% => OK
What are sentences with positive/Negative/neutral sentiment?
Coherence and Cohesion:
Essay topic to essay body coherence: 0.212658634416 0.236089414692 90% => OK
Sentence topic coherence: 0.0827408457878 0.076458572812 108% => OK
Sentence topic coherence SD: 0.0672533745705 0.0737576698707 91% => OK
Paragraph topic coherence: 0.154447785496 0.150856017488 102% => OK
Paragraph topic coherence SD: 0.024025830611 0.0645574589148 37% => 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: 15.3 11.7677419355 130% => OK
flesch_reading_ease: 51.52 58.1214874552 89% => OK
smog_index: 8.8 6.10430107527 144% => OK
flesch_kincaid_grade: 13.0 10.1575268817 128% => OK
coleman_liau_index: 10.91 10.9000537634 100% => OK
dale_chall_readability_score: 8.54 8.01818996416 107% => OK
difficult_words: 94.0 86.8835125448 108% => OK
linsear_write_formula: 11.5 10.002688172 115% => OK
gunning_fog: 13.2 10.0537634409 131% => 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: 70.0 out of 100
Scores by essay e-grader: 21.0 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.