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
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options, including electronic
games
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on portable devices, has become more prevalent than ever before. Some argue that
this
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abundance of
entertainment
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can be detrimental to
individuals
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and
society
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as a whole.
However
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, I disagree with
this
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notion and believe that the availability of
such
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entertainment
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, when used in moderation, can have positive impacts on
individuals
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and their communities.
To begin
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with, electronic
games
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on portable devices can serve as a source of relaxation and stress relief for
individuals
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. In our fast-paced world, people often face high levels of stress and pressure, and having access to enjoyable
games
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can provide a healthy escape. Playing these
games
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can help
individuals
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unwind, recharge, and improve their mental well-being, ultimately benefiting
society
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by reducing
overall
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stress levels.
Furthermore
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, electronic
games
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can enhance cognitive skills and problem-solving abilities. Many
games
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require strategic thinking, quick decision-making, and adaptability, which can translate into improved critical thinking skills in real-life situations. In a
society
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that values innovation and problem-solving, these
games
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can contribute positively to an individual's skill set and, by extension, to
society
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's advancement.
Additionally
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, the gaming industry has created job opportunities and stimulated economic growth. The development and distribution of electronic
games
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have led to the creation of numerous jobs in software development, graphic design, marketing, and more.
This
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not only benefits
individuals
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by offering employment but
also
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boosts the local and global economy. In conclusion,
while
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an
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apply
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overindulgence in electronic
games
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on portable devices can have negative consequences, their availability
,
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apply
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when used in moderation, offers several benefits to
individuals
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and
society
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. These
games
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can provide relaxation, enhance cognitive skills, and stimulate economic growth.
Therefore
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, I strongly disagree with the assertion that
such
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entertainment
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options are inherently harmful to
individuals
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and their communities. It is essential to strike a balance between leisure and responsibility to harness their positive potential.

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  • Paragraph 1 - Introduction
    • Sentence 1 - Background statement
    • Sentence 2 - Detailed background statement
    • Sentence 3 - Thesis
    • Sentence 4 - Outline sentence
  • Paragraph 2 - First supporting paragraph
    • 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
  • Paragraph 4 - Conclusion
    • Sentence 1 - Summary
    • Sentence 2 - Restatement of thesis
    • Sentence 3 - Prediction or recommendation

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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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