雅思A类大作文真题范文:电子游戏对个人和社会都是有害的吗?

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2018-05-05:Task2(Canada)Theavailabilityofentertainmentsuchasplayingvideogamesonhandhelddevicesareharmfultoanindividualandtoasocietytheylivein.Towhatextentdoyouagreeordisagree.范文1:“Entertainmentbringsoutaninherentcreativepersonality,wingstomindandflightstoimagination”.Today’seraiswellknownforitsvarietiesofgamesonmobilephones;whichhavedevastatingeffectsonanindividualandonsocietyaswell.Inmyopinion,availabilityofgamesonhandhelddeviceshavesevereeffectsoneyesaswellasonmentalhealthbuttheyalsohavetheirpeculiaritiesinbuildingcreativeideas,determinationandfocus.Tobeginwith,playinggamesovermobilephoneshasbeenacrucialissueforparents.Mostlychildrenplaygamesonmobilephonesandhavestrainontheireyes;whichresultsinpoorvisibilitylateron.Inadditiontothis,unavailabilityofgameormobilephonemakesanindividuallividanddepress.Forinstance,Inasurveyconductedby“HindustanTimes”85%ofchildrenwhoplaygamesovermobilephonehavepoorvisibility,lackofconfidenceandmostlytheyareintrovert.Moreover,playinggamesonmobilephoneleadstoisolationinthesociety.Inotherterm,peopledonotbelieveinface-to-facecommunicationwitheachother.Therefore,itresultsinlackofcommunicationandsharingofvaluableexperiencesinthesociety.Forexample,Inasurveyconductedbylocalmagazinein“LosAngeles”,itisproventhatmostofthepeoplewhotravelinmetrosprefertoplaymobilegamesinsteadtalkingtotheirpeer.Ontheflipside,playingquizgamesoverphonesbringscreativityandavastknowledgeofnewvocabularywords.Furthermore,italsoprovidedeterminationandfocustoachieveaparticularlevel.Apartfromthis,Societywillalsogetampleofbenefitsasiftheyhaveabundanceofcreativepeople:increasetheirlevelofthinking,familiaritywithnewtechnology.Inconclusion,therearenumberofanswerstothegivenquestion.Everygrowingtrendhastheirownadvantageanddisadvantage.However,gamesprovidesusnewimaginaryworldandflavorstolifebutitshouldnotbeonthecostofhealthproblems.范围2:Intoday’srapidlychangingworld,peoplehavegiventhepriorityontheinternetprogrammes,gamesratherthanbroadcastingonTelevision.Duetotheproliferationofinternetuses,everyoneisabletoaccessthenewtechnologicaldevice.Italsoincreasestheknowledgeofeveryhumanbeings.However,peoplewhohavebeenexperiencingpreandposteraoftechnologybelievethatuseofthesedevicesisnothealthyeitherphysicallyormentally.Itendtodeemthattheordinateuseofthisadvanceembeddedentertainmentintechnologyisdefinitelybeneficial.Therearenumerousreasonssuccorstheavailabilityofentertainmentthroughaudioandvideocouldenhancethegrowthofword.Firstly,playingagameontheinternethelpssignificantlytoreducepressure,InFactitsworkasstress-buster.someofthegamesarelikepuzzlesandrequirethoughttosolve.secondly,Itisinevitabletostatethatthechildrenaremoreaddictedtoportabledevices.Nevertheless,itiseasytocarryadeviceandplayanywhere.Hence,childrencanutilizetimeefficiently,andspendqualitativetimeonstudywhereasplayingonunportabledevicesrequireaspecifictimeslot.Newsmarttechnologieshavebeendevelopinginsuchwaythat,itcantakecareofhumanhealthbythingthebrightness,contrast,andhueaccordingtospectatorvisualization.Hence,Therewouldbenegligibleimpactsoneyesandverylesschanceofvisionimpairment.Apartfromhealth,learningthroughentertainmenthasincreasedaknowledgeexponentially.Forexample,videolectureonInternethasenrichedtheacademicgrowthofstudents.Besidesthis,someskillscanbelearnedintheformofthegamehasavitaleffecttoattainajob.Additionally,avirtualsimulatorwithbackgroundmusichasaprofoundimpactonlearning.Asaresult,peoplecanconcentrateandstayfocusedonasubject.Anotheradvantageasapastimeforolderpeoplewhocanaccesswithoutphysicalactivity.Allinall,availabilityofentertainmentbyinternethaschangedthedirectionofdevelopmentwithoutcompromisingahealth.Hence,societiesaroundtheworldhavecamecloseandincreasedtheproductivityofanindividual.

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