The availability of entertainment such as playing electronic games on portable devices will be harmful to individuals in the society they live in. To what extent do you agree or disagree?

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In today's digital age, the accessibility of
entertainment
options, including electronic
games
on portable devices, has become more prevalent than ever before. Some argue that
this
abundance of
entertainment
can be detrimental to
individuals
and
society
as a whole.
However
, I disagree with
this
notion and believe that the availability of
such
entertainment
, when used in moderation, can have positive impacts on
individuals
and their communities.
To begin
with, electronic
games
on portable devices can serve as a source of relaxation and stress relief for
individuals
. In our fast-paced world, people often face high levels of stress and pressure, and having access to enjoyable
games
can provide a healthy escape. Playing these
games
can help
individuals
unwind, recharge, and improve their mental well-being, ultimately benefiting
society
by reducing
overall
stress levels.
Furthermore
, electronic
games
can enhance cognitive skills and problem-solving abilities. Many
games
require strategic thinking, quick decision-making, and adaptability, which can translate into improved critical thinking skills in real-life situations. In a
society
that values innovation and problem-solving, these
games
can contribute positively to an individual's skill set and, by extension, to
society
's advancement.
Additionally
, the gaming industry has created job opportunities and stimulated economic growth. The development and distribution of electronic
games
have led to the creation of numerous jobs in software development, graphic design, marketing, and more.
This
not only benefits
individuals
by offering employment but
also
boosts the local and global economy. In conclusion,
while
an
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overindulgence in electronic
games
on portable devices can have negative consequences, their availability
,
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when used in moderation, offers several benefits to
individuals
and
society
. These
games
can provide relaxation, enhance cognitive skills, and stimulate economic growth.
Therefore
, I strongly disagree with the assertion that
such
entertainment
options are inherently harmful to
individuals
and their communities. It is essential to strike a balance between leisure and responsibility to harness their positive potential.
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    • Sentence 2 - Detailed background statement
    • Sentence 3 - Thesis
    • Sentence 4 - Outline sentence
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    • Sentence 1 - Topic sentence
    • Sentence 2 - Example
    • Sentence 3 - Discussion
    • Sentence 4 - Conclusion
  • Paragraph 3 - Second supporting paragraph
    • Sentence 1 - Topic sentence
    • Sentence 2 - Example
    • Sentence 3 - Discussion
    • Sentence 4 - Conclusion
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    • Sentence 1 - Summary
    • Sentence 2 - Restatement of thesis
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Topic Vocabulary:
  • detrimental
  • adverse
  • excessive
  • physical and mental health issues
  • dependency
  • hinder
  • social skills development
  • academic performance
  • productivity
  • real-life experiences
  • social interactions
  • addiction
  • gambling
  • harmful behaviors
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