Films and computer games containing violence are popular. Some people say they have negative effect on society and should be banned. Others say they are just harmless relaxation. Discuss both views and give your own opinion.

The Media and video
games
, which project
violence
, is being considered the best source of entertainment,
while
others argue that it leaves a bad effect on people's health and mind. Both these arguments are topical in nature and
hence
a thorough discussion is needed before framing a logical conclusion. To commence with, Films and
games
, those content based on
violence
, increase the crime rate in society and that's why these types of movies must be banned by the government.
For instance
, people who watch these, may
Change the verb form
result
show examples
results
Add the preposition
inresults
fromresults
show examples
more aggressive behaviour and show disrespect towards others.
In addition
to it, adults who are spending maximum time on these activities may
inresult
Correct your spelling
result
health issues.
For example
, anxiety, depression, and many more.
Hence
, there is a demand in the community to stop creating violent content.
Nevertheless
, others consider the objective of computer
games
and films to entertain and relax the public from a daily routine.
Although
Movies and
games
that contain
violence
give life learning lessons
at the end
. The human mind is good enough to differentiate the positive and negative outcomes from these features.
Moreover
, these recreational activities help to reduce stress and increase concentration towards listening. Having concluded, after analyzing both views in detail, as far as today's generation is capable to distinguish between real and virtual life,
violence
in movies and
games
is least likely to make any social problems.
In other words
, as long as films and
games
are only used for entertainment purposes will not create any
problem
Fix the agreement mistake
problems
show examples
in the country.
Submitted by nehaarora6286 on

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Topic Vocabulary:
  • desensitize
  • empathy
  • aggressive behavior
  • normalization of violence
  • explicit content
  • mature audiences
  • societal well-being
  • content restrictions
  • fictional violence
  • stress relief
  • personal consequences
  • outlet
  • pent-up emotions
  • censorship
  • freedom of expression
  • artistic expression
  • storytelling
  • parental guidance
  • negative impacts
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