Today, many children spend a lot of time playing computer games and little time doing sports. What are the reasons for this, and is it a positive or negative development?

In
this
present world, technology is constantly on the rise.
Computer
games
are gradually replacing outdoor activities, especially for kids who need to enjoy physical exercise. It is an adverse growth and would affect the
next
generations. Analyzing the attractiveness of
computer
gaming to progeny as well as the level of fatigue when they are doing exercise will prove
this
. The main reason children love playing
computer
games
is the appeal.
For instance
, in Vietnam, there is a game called "audition," which is a dancing game suitable for all ages. There, youngsters can listen to music and communicate with other individuals to create dopamine, which helps to release stress after pressure classes.
In addition
, the game is invested in vision by
color
Change the spelling
colour
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and imagery via costume, leading to addiction and an inability to stop playing because of the delightful feeling.
Furthermore
, in terms of doing sports, children have a sense of being exhausted, giving rise to their being inactive, which means their health would be at risk. By way of illustration, soccer often requires players to have endurable physical health.
As a result
, kids always want to give up at the beginning since they are too weak to follow through. It takes time to keep up, and they need to persist, which is less common in young personalities.
Consequently
,
instead
of spending time on a sport and getting tired, they prefer to play
computer
games
. On the whole, fascinating vision
games
are always so addictive for children that they cost them time. Doing sports makes the kids bored and they do not want to pay attention. After analysis, I assume that
computer
games
have a negative influence on adolescents. I predict if people do not change
this
reality, young people will be passive in the near future.
Submitted by yenbao89 on

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Topic Vocabulary:
  • allure
  • captivate
  • supervise
  • accessible
  • scarcity
  • safer alternative
  • peer pressure
  • educational tools
  • cognitive skills
  • implications
  • obesity
  • poor posture
  • hand-eye coordination
  • problem-solving abilities
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