These days many children spend a lot of time playing video games and many parents feel this is very negative. Do you agree or disagree?
Video games have been around for about 35 to 40 years, and have become an intricate part of our daily lives through phones, computers, and game consoles. However, there has been a growing concern among parents, sociologist, and those in the mental health field that minors are becoming increasingly bombarded by negativity from video games and therefore are a bad influence on children. Overall, this assessment about the horrible impact of games on kids is true, especially when you consider the violence and missing out on real life goals.
As a starting of supporting that video games are a poor influence on young people, we can look at the violence that is taught. In many video games, children can witness or use the main characters to kill others with military weapons, and this is horrible for their psyche because they begin to lose empathy for life. Not only is gun violence a problem, but also the young gamers can participate in theft and robbery, which they can possibly transfer into a real life similar action. For example, in the news recently a young man robbed a thrift store and when asked why he committed a crime, he claimed that he was inspired by the grand theft auto video game. As a result of gun and theft violence in these games, the proper view is that they are negative for our youth.
Notwithstanding these convincing points related to violence, we can find further support by examining real life goals that are missed due to video games. Not completing homework and a lack of family time participation are the key points that come to mind when discussing video games and real life goals. Clearly, when a child spends 5 to 6 hours after school playing call of duty, he will not complete his homework assignment and in turn likely receive failing school grades. In similar fashion, many studies have shown that video games lead young people to be anti-social towards their family, and as a result parents lose a personal relationship that would allow them to teach family values important for life.
It appears that based on the above referenced explanations related to violence and missing out on life goals, we cannot make any other choice than to fall on the side of video games being negative for kids. As a suggestion, we must reduce child dependency on games for entertainment, or we will possibly lose a generation to this negative influence.
- The two maps below show road access to a city hospital in 2007 and in 2010.Summarise the information by selecting and reporting the main features, and make comparisons where relevant 67
- The charts below show the proportions of British students at one university in England who were able to speak other languages in addition to English, in 2000 and 2010. 67
- Governments should spend money on railways rather than roadsTo what extent do you agree or disagree with this statement 67
- some people believe that allowing children to make their own choices on everyday matters ( such as clothes and entertainment) is likely to result in a society of individuals who only think about their own wishes. Other people believe that it is important 61
- Countries becoming more and more similar because people are able to buy same products anywhere in the world. Do you think this is a positive or negative development? 61
Grammar and spelling errors:
Line 2, column 428, Rule ID: MAY_COULD_POSSIBLY[1]
Message: Use simply 'can'.
Suggestion: can
...cipate in theft and robbery, which they can possibly transfer into a real life similar actio...
^^^^^^^^^^^^
Transition Words or Phrases used:
also, but, however, if, look, so, therefore, for example, as a result
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 16.0 13.1623246493 122% => OK
Auxiliary verbs: 10.0 7.85571142285 127% => OK
Conjunction : 17.0 10.4138276553 163% => OK
Relative clauses : 15.0 7.30460921844 205% => Less relative clauses wanted (maybe 'which' is over used).
Pronoun: 36.0 24.0651302605 150% => Less pronouns wanted
Preposition: 50.0 41.998997996 119% => OK
Nominalization: 15.0 8.3376753507 180% => OK
Performance on vocabulary words:
No of characters: 1974.0 1615.20841683 122% => OK
No of words: 410.0 315.596192385 130% => OK
Chars per words: 4.81463414634 5.12529762239 94% => OK
Fourth root words length: 4.49982852243 4.20363070211 107% => OK
Word Length SD: 2.562768246 2.80592935109 91% => OK
Unique words: 229.0 176.041082164 130% => OK
Unique words percentage: 0.558536585366 0.561755894193 99% => OK
syllable_count: 620.1 506.74238477 122% => OK
avg_syllables_per_word: 1.5 1.60771543086 93% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 8.0 5.43587174349 147% => OK
Article: 1.0 2.52805611222 40% => OK
Subordination: 4.0 2.10420841683 190% => OK
Conjunction: 7.0 0.809619238477 865% => Less conjunction wanted as sentence beginning.
Preposition: 3.0 4.76152304609 63% => OK
Performance on sentences:
How many sentences: 14.0 16.0721442886 87% => OK
Sentence length: 29.0 20.2975951904 143% => The Avg. Sentence Length is relatively long.
Sentence length SD: 35.3461021723 49.4020404114 72% => OK
Chars per sentence: 141.0 106.682146367 132% => OK
Words per sentence: 29.2857142857 20.7667163134 141% => OK
Discourse Markers: 4.92857142857 7.06120827912 70% => OK
Paragraphs: 4.0 4.38176352705 91% => OK
Language errors: 1.0 5.01903807615 20% => OK
Sentences with positive sentiment : 4.0 8.67935871743 46% => More positive sentences wanted.
Sentences with negative sentiment : 10.0 3.9879759519 251% => Less negative sentences wanted.
Sentences with neutral sentiment: 0.0 3.4128256513 0% => More facts, knowledge or examples wanted.
What are sentences with positive/Negative/neutral sentiment?
Coherence and Cohesion:
Essay topic to essay body coherence: 0.175474412375 0.244688304435 72% => OK
Sentence topic coherence: 0.0611016336542 0.084324248473 72% => OK
Sentence topic coherence SD: 0.0293822490299 0.0667982634062 44% => Sentences are similar to each other.
Paragraph topic coherence: 0.105077038186 0.151304729494 69% => OK
Paragraph topic coherence SD: 0.0301135946513 0.056905535591 53% => OK
Essay readability:
automated_readability_index: 15.9 13.0946893788 121% => OK
flesch_reading_ease: 50.5 50.2224549098 101% => OK
smog_index: 8.8 7.44779559118 118% => OK
flesch_kincaid_grade: 13.4 11.3001002004 119% => OK
coleman_liau_index: 11.21 12.4159519038 90% => OK
dale_chall_readability_score: 8.58 8.58950901804 100% => OK
difficult_words: 91.0 78.4519038076 116% => OK
linsear_write_formula: 13.5 9.78957915832 138% => OK
gunning_fog: 13.6 10.1190380762 134% => OK
text_standard: 14.0 10.7795591182 130% => OK
What are above readability scores?
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Rates: 67.4157303371 out of 100
Scores by essay e-grader: 6.0 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.