Many people today are worried about young children using video games. What problems might these games cause for children and society as a whole? How could these problems be reduced?

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Nowadays, the popularity of video
games
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is increasing among youngsters which makes their parents worried.
This
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trend that juveniles would like to spend their leisure time playing
games
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might have detrimental effects on
children
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's behaviours as well as on society. But
this
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issue can be solved by setting an
age
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limit.
To begin
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with, one of the major cons of computer
games
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would be the violation. By playing, the youths can explore an artificial environment that
game
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makers have developed, and they can do whatever they want that they could not do in real life
such
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as shooting or killing others.
This
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freedom creates a poisonous activity and makes them even more greedy in
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a way that they always want to kill more and more. So, these activities can change their behaviours slowly and
children
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are more likely to become violent people.
For example
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, one of most youngsters' favourite shooting
games
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is the CALL OF DUTY, which
this
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game
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has been created for lovers of guns and those who are interested in killing and violation scenes.
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, teenagers can be exposed to violated scenes by playing call of duty and
this
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can leads to dangerous behaviours in the reality,
such
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as gun shootings in schools. To illustrate more, every year American citizens are witnessing gun shootings in high schools which can be one of the consequences of these
games
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because teenagers can do whatever they want without any consequences or being judged by others. Another problem is that
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of playing healthy activities with peers,
such
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as sports, youths tend to play video
games
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alone.
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can make them even more isolated because rather than making friends and hanging out with their intimate friends, they spend their time behind the computer playing
game
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.
This
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isolation can cause of having trouble to communicate and socializing.
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, when
children
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grow up they have a difficult time making friends or even finding a decent job because
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shyness will be an inhabitation for them, and they cannot put consider themselves a part of society.
However
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, to solve
this
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issue,
game
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companies have to set an
age
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limit for people in order to prevent
children
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from playing adult
games
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and teenagers have to be forced not to play these
games
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at all by their parents.
For example
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, TAKE TWO company, which is the owner of the GTA series, always puts
age
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limits on their
games
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, so youngsters cannot play them and they cannot be exposed to sexual scenes. In conclusion,
although
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playing video
games
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has a detrimental effect on society as well as violent behaviour on juveniles, the
age
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limit would be a wise way to tackle
this
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issue.
Submitted by hesamkarimi690 on

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Include an introduction and conclusion

A conclusion is essential for IELTS writing task 2. It is more important than most people realise. You will be penalised for missing a conclusion in your IELTS essay.

The easiest paragraph to write in an essay is the conclusion paragraph. This is because the paragraph mostly contains information that has already been presented in the essay – it is just the repetition of some information written in the introduction paragraph and supporting paragraphs.

The conclusion paragraph only has 3 sentences:

  • Summary
  • Restatement of thesis
  • Prediction or recommendation

Example:

To summarize, a robotic teacher does not have the necessary disciple to properly give instructions to students and actually works to retard the ability of a student to comprehend new lessons. Therefore, it is clear that the idea of running a classroom completely by a machine cannot be supported. After thorough analysis on this subject, it is predicted that the adverse effects of the debate over technology-driven teaching will always be greater than the positive effects, and because of this, classroom teachers will never be substituted for technology.

Start your conclusion with a linking phrase. Here are some examples:

  • In conclusion
  • To conclude
  • To summarize
  • Finally
  • In a nutshell
  • In general

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Topic Vocabulary:
  • screen time
  • interpersonal skills
  • violent content
  • academic performance
  • social isolation
  • family dynamics
  • educational campaigns
  • parental controls
  • alternative activities
  • content ratings
  • cognition
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