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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Since the advent of gadgets
such
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as smartphones and tablets, which are mostly used for entertainment,
people
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have been arguing about the effect on individuals and society itself. I believe that handheld
devices
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are detrimental for
people
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as they might cause health deterioration and affect the efficiency of employees due to addiction to smartphones. To start with, the increase of average screen time- the mean amount of time, which is spent in front of the screen per person, promoted a commonness of eyes issues.
This
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was concluded by the research of NHS which states that the share of
people
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with vision deterioration in 2015 increased by 60% in comparison with 2005;
in addition
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,
this
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investigation found a direct correlation between the mean screen time of
people
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and the percentage of
people
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with vision deterioration.
Hence
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,
devices
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can be considered as harmful.
Furthermore
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, the availability of entertainment on smartphones and other portative gadgets brought an opportunity to use them more frequently in comparison with other sources of entertainment
such
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as TV.
Consequently
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, some
people
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obtained addiction, which leads to lower efficiency as workers can be easily disturbed. The recent research of the University of East Anglia which was released in 2018, states that employees can waste up to two hours daily due to messengers, social networks;
therefore
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, portative
devices
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seems to be detrimental. In light of the thoughts elaborated upon, I would like to conclude that handheld
devices
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are harmful to citizens as they promote health issues and reduce the work capacity of
people
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as they are distracted by phones and other gadgets.
Submitted by samir2002mamedov on

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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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