3. The availability of entertainment such as video games on handheld devices are harmful to individual and to the society they live in. To what extent do you agree and disagree?

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Some people believe that the increasing popularity of amusement on portable devices is believed to have a negative effect on individuals and communities. While I accept that
this
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advancement has several benefits, I would believe that it is more likely to have harmful impacts to some extent. On the one hand, there are various advantages in term of playing mobile games. From a personal perspective, games on handheld electronics equipment serve as excellent relaxation tools for people suffering from high levels of stress. In simple terms, some genre of games allows participants unwind whenever they want, either during breaks or after a long day at work, without having any influence on their productivity. Another merit to take into account is that
this
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model has the ability to create global communities for people sharing the same interests. Take PUBG games as a typical example, millions of players from all around the world can connect as taking part in international events and competitions held by PUBG Corporation.
On the other hand
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, I still recognize that there is an enormous range of negative aspects of overuse of video games.
First
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of all, young people spend too much greater time to interact with their devices, which causes lack of face-to-face interactions as well as social relationships. The mounting evidence is that game addicted individuals not only neglect their families and friends, but
also
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isolate themselves from the surroundings. Apart from it, since children can easily access brutal games
such
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as shooting, fighting, killing games. If
this
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type of games is increasingly popular, society will witness more deplorable cases regarding violence, sex and even murder. In conclusion, while I believe that the improvement of technology in entertainment has several advantages to some extent, I still believe that
this
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development has more negative impacts on our lives than the benefits

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  • Paragraph 1 - Introduction
    • Sentence 1 - Background statement
    • Sentence 2 - Detailed background statement
    • Sentence 3 - Thesis
    • Sentence 4 - Outline sentence
  • Paragraph 2 - First supporting paragraph
    • Sentence 1 - Topic sentence
    • Sentence 2 - Example
    • Sentence 3 - Discussion
    • Sentence 4 - Conclusion
  • Paragraph 3 - Second supporting paragraph
    • Sentence 1 - Topic sentence
    • Sentence 2 - Example
    • Sentence 3 - Discussion
    • Sentence 4 - Conclusion
  • Paragraph 4 - Conclusion
    • Sentence 1 - Summary
    • Sentence 2 - Restatement of thesis
    • Sentence 3 - Prediction or recommendation

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Topic Vocabulary:
  • screen time
  • sedentary lifestyle
  • social isolation
  • interpersonal skills
  • violent content
  • desensitizing
  • cognitive benefits
  • hand-eye coordination
  • problem-solving skills
  • educational value
  • stress relief
  • emotional well-being
  • social connections
  • portable entertainment
  • global communities
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