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?
Children appear to enjoy playing video games, and while there are undoubted benefits, various negative effects stem from this too. Let us consider the main issues, and then outline possible remedies.
Perhaps the major physical problem is the sedentary lifestyle which these games encourage, meaning that youngsters may incline to obesity or inadequate development. Added to this is the strain on eyesight resulting from excessive use of screens and consoles, meaning that children may suffer symptoms of poor vision. There are also concerns about impairment of reflexes due to the repetitive nature of the hand muscles when playing these games, and about the poor diet of convenience food which often accompanies this lifestyle.
The most alarming psychological impact of such activities is possibly the risk of addiction, meaning that children become obsessed with the games and are unable to socialize with family or peers. This undermines their interpersonal skills and makes them underperform both academically and socially.
Turning to possible solutions, perhaps the immediate step would be to promote a more active lifestyle through exercise regimes or sports programmes which would help to detoxify the lifestyles of children affected. This could be done through sponsorship of sports, or participation in competitive events such as races or matches, hopefully ameliorating the physical effects of excessive games use. Potential remedies for the danger of mental addiction may be, firstly, an initiative to raise awareness of the risks of the situation, for example through health warnings on games packaging or through high-profile spokespersons spreading such a message. For example, if sports champions or figureheads speak out about these dangers, the message may well get through to children.
To sum up, the risks posed by excessive gaming are connected to an unhealthy lifestyle and the possibility of dependency on the activity. Possible answers might involve stronger education about the dangers and the health benefits of more active pursuits.
Post date | Users | Rates | Link to Content |
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2019-09-23 | Saahaar | 89 | view |
2018-12-30 | tahmeed1993 | 89 | view |
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Transition Words or Phrases used:
also, first, firstly, if, may, so, then, well, while, for example, such as, to sum up
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 10.0 13.1623246493 76% => OK
Auxiliary verbs: 8.0 7.85571142285 102% => OK
Conjunction : 16.0 10.4138276553 154% => OK
Relative clauses : 7.0 7.30460921844 96% => OK
Pronoun: 14.0 24.0651302605 58% => OK
Preposition: 47.0 41.998997996 112% => OK
Nominalization: 8.0 8.3376753507 96% => OK
Performance on vocabulary words:
No of characters: 1761.0 1615.20841683 109% => OK
No of words: 314.0 315.596192385 99% => OK
Chars per words: 5.60828025478 5.12529762239 109% => OK
Fourth root words length: 4.20951839842 4.20363070211 100% => OK
Word Length SD: 2.86615888061 2.80592935109 102% => OK
Unique words: 191.0 176.041082164 108% => OK
Unique words percentage: 0.608280254777 0.561755894193 108% => OK
syllable_count: 548.1 506.74238477 108% => OK
avg_syllables_per_word: 1.7 1.60771543086 106% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 2.0 5.43587174349 37% => OK
Article: 4.0 2.52805611222 158% => OK
Subordination: 1.0 2.10420841683 48% => OK
Conjunction: 4.0 0.809619238477 494% => Less conjunction wanted as sentence beginning.
Preposition: 1.0 4.76152304609 21% => More preposition wanted as sentence beginning.
Performance on sentences:
How many sentences: 13.0 16.0721442886 81% => 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: 24.0 20.2975951904 118% => OK
Sentence length SD: 49.818962194 49.4020404114 101% => OK
Chars per sentence: 135.461538462 106.682146367 127% => OK
Words per sentence: 24.1538461538 20.7667163134 116% => OK
Discourse Markers: 6.53846153846 7.06120827912 93% => OK
Paragraphs: 5.0 4.38176352705 114% => OK
Language errors: 0.0 5.01903807615 0% => OK
Sentences with positive sentiment : 5.0 8.67935871743 58% => More positive sentences wanted.
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: 0.264915840718 0.244688304435 108% => OK
Sentence topic coherence: 0.0813834272854 0.084324248473 97% => OK
Sentence topic coherence SD: 0.0614062972272 0.0667982634062 92% => OK
Paragraph topic coherence: 0.11733282416 0.151304729494 78% => OK
Paragraph topic coherence SD: 0.0850678641781 0.056905535591 149% => OK
Essay readability:
automated_readability_index: 17.1 13.0946893788 131% => OK
flesch_reading_ease: 38.66 50.2224549098 77% => OK
smog_index: 11.2 7.44779559118 150% => OK
flesch_kincaid_grade: 13.8 11.3001002004 122% => OK
coleman_liau_index: 15.55 12.4159519038 125% => OK
dale_chall_readability_score: 10.31 8.58950901804 120% => OK
difficult_words: 109.0 78.4519038076 139% => OK
linsear_write_formula: 11.0 9.78957915832 112% => OK
gunning_fog: 11.6 10.1190380762 115% => OK
text_standard: 12.0 10.7795591182 111% => OK
What are above readability scores?
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Rates: 89.8876404494 out of 100
Scores by essay e-grader: 8.0 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.