5.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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Since the advent of gadgets
such
as smartphones and tablets, which are primarily used for entertainment purposes, there has been a debate regarding their impact on individuals and society at large. I believe that handheld
devices
can be detrimental to
people
because they may cause health deterioration and affect the efficiency of employees
due to
addiction to smartphones.
To begin
with, the rise in average screen time - the median amount of time spent in front of screens per individual - has led to a prevalence of eye problems.
This
was concluded by research conducted by NHS, which states that the share of
people
with vision deterioration in 2015 increased by 60% compared to 2005.
Additionally
,
this
investigation found a direct correlation between the mean screen time of individuals and the percentage of
people
with vision deterioration.
Therefore
,
devices
can be considered harmful.
Furthermore
, the availability of entertainment on smartphones and other portable gadgets has provided an opportunity for their increased usage compared to other sources of entertainment
such
as TV.
Consequently
, some
people
become addicted, leading to lower efficiency as workers can be easily distracted. The recent research from the University of East Anglia, which was released in 2018, states that employees can waste up to two hours daily
due to
messaging and social media apps.
Therefore
, portable
devices
seem to be detrimental. In light of the thoughts elaborated upon, I would like
to conclude
that handheld
devices
are harmful to citizens because they promote health issues and reduce
people
's work capacity
due to
distractions caused by phones and other gadgets.
Submitted by y2083749065 on

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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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