Some people say that young people learn useful skills by playing electronic and computer games. Others say that young people who play electronic and computer games are wasting their time. Discuss both views and give your opinion
Since the
last
few decades, there is a widespread internet addiction among people. Linking Words
Therefore
, some people contend that electronic Linking Words
gamification
is vital for youngsters which makes them skilful, whereas others have a contradictory viewpoint and consider the games a wastage of Use synonyms
time
. In Use synonyms
this
essay, I will discuss both sides of the arguments in a detail along with my personal preference as I Linking Words
also
take a view that, for teenagers, games are the waste of Linking Words
time
.
Use synonyms
To begin
with, it is true that while using the computer or other smart devices in order to play the games makes the growing children critical thinkers because they have to cope with the complexity and use the logical ideas so that they could be perfect in that particular game. Linking Words
Likewise
, they tend to choose more and more difficult levels in the games and try to solve the puzzles which again develop their confidence. Linking Words
For example
, a video game named as Pokeman, in the game players has to achieve certain targets which are quite hard to meet, so that they could reach the final stage. Overall, Linking Words
gamification
enables the young children to solve the complex series which ultimately a great step towards the holistic development.
Use synonyms
Conversely
, the other group of people contend that adolescents are getting addictive to the games and totally neglect their other priorities. Linking Words
As a result
, they waste their ample Linking Words
time
. It is seen that the children who indulge in online games, prefer the Use synonyms
gamification
over the study and Use synonyms
consequently
they adopt the sedentary lifestyle which leads towards them isolation without any social life. Linking Words
For instance
, according to a survey in 2019, 60% of teenagers spend 5-6 hours daily in front of the computer with the purpose of Linking Words
gamification
. Use synonyms
Thus
, rather than studying or taking part in the outdoor sports activities young generation opt electronic gadgets.
To conclude, with the advent of technology, the trend of using computers for recreation is escalating. Linking Words
However
, some people consider the approach best, while for others it is useless. In my perspective, long screen Linking Words
time
for playing games drag the users towards the persistent health issues and at the same Use synonyms
time
games do not educate the children so eventually they waste their Use synonyms
time
.Use synonyms
Submitted by sumandeepkaur450 on
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