It is true that playing video games on mobile phones is detrimental not only for individuals but also for the communities. While this trend brings numerous drawbacks, I believe that the benefits of playing electronic games cannot be overlooked.
On the one hand, it is undeniable that spending a large amount of time on smartphones playing games leads to some problems. In terms of health, teenagers can take risks of obesity due to a sedentary lifestyle. In addition to physical health, mental problems such as depression or stress can be affected because of lacking communication with other people. From the perspective of society, the young generation finds such video games addictive and difficult to give up. As a result, they tend to disregard important things in their lives. Concerning study, for example, students would find it hard to concentrate on learning, which results in low marks in school.
On the other hand, apart from the practical disadvantages express above, I would argue that several games are beneficial to some extent. Firstly, it is obvious that playing games help people relieve stress after a hard-working day. It is considered one of the most useful and inexpensive way to unwind. Secondly, the youth could improve their flexibility through some video games requiring people to respond quickly by combining both eyes and hands simultaneously. Besides, people can boost their intelligence by some games such as a check that desires people to think thoroughly before making a final decision.
In conclusion, whereas other people think that it is unmerited for both individuals and society when playing games on portable devices, it seems to me that the advantages could not be underestimated.
It is true that playing video games on mobile phones is detrimental not only for individuals but also for the communities. While this trend brings numerous drawbacks, I believe that the benefits of playing electronic games cannot be overlooked.
On the one hand, it is undeniable that spending a large amount of time on smartphones playing games leads to some problems. In terms of health, teenagers can take risks of obesity due to a sedentary lifestyle. In addition to physical health, mental problems such as depression or stress can be affected because of lacking communication with other people. From the perspective of society, the young generation finds such video games addictive and difficult to give up. As a result, they tend to disregard important things in their lives. Concerning study, for example, students would find it hard to concentrate on learning, which results in low marks in school.
On the other hand, apart from the practical disadvantages express above, I would argue that several games are beneficial to some extent. Firstly, it is obvious that playing games help people relieve stress after a hard-working day. It is considered one of the most useful and inexpensive way to unwind. Secondly, the youth could improve their flexibility through some video games requiring people to respond quickly by combining both eyes and hands simultaneously. Besides, people can boost their intelligence by some games such as a check that desires people to think thoroughly before making a final decision.
In conclusion, whereas other people think that it is unmerited for both individuals and society when playing games on portable devices, it seems to me that the advantages could not be underestimated.
- The bar chart illustrates the amount of money spent on three different kinds of clothes per person in the US from 1985 to 2005 It is evident that women and men spend on attire more than boys and girls Besides the average expenditure on clothes grew gradua 78
- some people nowadays believe that modern technology has made shopping easier while others disagree Discuss both views and give your opinion 78
- It is said that the majority of television programmes had better concentrate on educating the young generation about the essence of social aspects While I partly agree with this idea other issues such as advertisement or entertainment cannot be overlooked 89
- The table illustrates the number of international tourists in the leading eight nations in two years 2009 and 2010 and the change It is evident that France was visited the most among other countries in both years While tourist arrivals in Germany increase 78
- The pie charts given illustrate how much water was used in percentage over two the year 1997 and 2007 in Sydney Australia Overall it is evident that the food industry accounted for the largest proportion of total water in both years Besides the amount of 73
Transition Words or Phrases used:
also, besides, but, first, firstly, if, look, second, secondly, so, whereas, while, apart from, for example, in addition, in conclusion, such as, as a result, it is true, on the other hand
Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments
Performance on Part of Speech:
To be verbs : 10.0 13.1623246493 76% => OK
Auxiliary verbs: 8.0 7.85571142285 102% => OK
Conjunction : 6.0 10.4138276553 58% => More conjunction wanted.
Relative clauses : 10.0 7.30460921844 137% => OK
Pronoun: 23.0 24.0651302605 96% => OK
Preposition: 40.0 41.998997996 95% => OK
Nominalization: 4.0 8.3376753507 48% => More nominalizations (nouns with a suffix like: tion ment ence ance) wanted.
Performance on vocabulary words:
No of characters: 1448.0 1615.20841683 90% => OK
No of words: 277.0 315.596192385 88% => More content wanted.
Chars per words: 5.2274368231 5.12529762239 102% => OK
Fourth root words length: 4.07962216107 4.20363070211 97% => OK
Word Length SD: 2.90975625049 2.80592935109 104% => OK
Unique words: 167.0 176.041082164 95% => More unique words wanted.
Unique words percentage: 0.602888086643 0.561755894193 107% => OK
syllable_count: 445.5 506.74238477 88% => OK
avg_syllables_per_word: 1.6 1.60771543086 100% => OK
A sentence (or a clause, phrase) starts by:
Pronoun: 8.0 5.43587174349 147% => OK
Article: 2.0 2.52805611222 79% => OK
Subordination: 2.0 2.10420841683 95% => OK
Conjunction: 0.0 0.809619238477 0% => OK
Preposition: 8.0 4.76152304609 168% => OK
Performance on sentences:
How many sentences: 14.0 16.0721442886 87% => OK
Sentence length: 19.0 20.2975951904 94% => OK
Sentence length SD: 34.4179740655 49.4020404114 70% => OK
Chars per sentence: 103.428571429 106.682146367 97% => OK
Words per sentence: 19.7857142857 20.7667163134 95% => OK
Discourse Markers: 13.4285714286 7.06120827912 190% => OK
Paragraphs: 4.0 4.38176352705 91% => OK
Language errors: 0.0 5.01903807615 0% => OK
Sentences with positive sentiment : 9.0 8.67935871743 104% => OK
Sentences with negative sentiment : 5.0 3.9879759519 125% => OK
Sentences with neutral sentiment: 0.0 3.4128256513 0% => More facts, knowledge or examples wanted.
What are sentences with positive/Negative/neutral sentiment?
Coherence and Cohesion:
Essay topic to essay body coherence: 0.391136641642 0.244688304435 160% => OK
Sentence topic coherence: 0.128945305133 0.084324248473 153% => OK
Sentence topic coherence SD: 0.170575334096 0.0667982634062 255% => The coherence between sentences is low.
Paragraph topic coherence: 0.29985117466 0.151304729494 198% => OK
Paragraph topic coherence SD: 0.285649518701 0.056905535591 502% => More connections among paragraphs wanted.
Essay readability:
automated_readability_index: 13.1 13.0946893788 100% => OK
flesch_reading_ease: 52.19 50.2224549098 104% => OK
smog_index: 8.8 7.44779559118 118% => OK
flesch_kincaid_grade: 10.7 11.3001002004 95% => OK
coleman_liau_index: 13.05 12.4159519038 105% => OK
dale_chall_readability_score: 9.03 8.58950901804 105% => OK
difficult_words: 78.0 78.4519038076 99% => OK
linsear_write_formula: 12.0 9.78957915832 123% => OK
gunning_fog: 9.6 10.1190380762 95% => OK
text_standard: 10.0 10.7795591182 93% => OK
What are above readability scores?
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Rates: 67.4157303371 out of 100
Scores by essay e-grader: 6.0 Out of 9
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Note: the e-grader does NOT examine the meaning of words and ideas. VIP users will receive further evaluations by advanced module of e-grader and human graders.