Some people regard video games as harmless fun or even as a useful educational tool Others however believe that videos games are having an adverse effect on the people who play them In your opinion do the drawbacks of video games outweigh the benefits

Video games have been so popular among children that several parents assume that it has a detrimental effect on their children; however, others think it also brings multiple benefits. As far as I am concerned, both statements are correct in certain situations.
To begin with, there are a couple of positive impacts arising from video games on young people. Firstly, video games could serve as an excellent tool for those children who suffer from high-level study-related stress due to academic burden. After a long day at school, it is necessary for children to relax through playing video games on the Internet which helps them not only lower the stress but also boost the spirit. As a result, young people could be more productive, and subsequently, absorb the academic knowledge more efficiently. Besides, video games are considered as a studying tool that offers numerous informative content built-in, so children could learn practical experience including driving-car skills, skills in solving situations by addressing obstacles in video games.
However, the drawbacks could outweigh the benefits when it comes to overplaying video games. A great number of young people in modern society spend hours playing video games until midnight rather than hanging out with their friends. This type of behavior could lead to multiple serious consequences revolving around physical and mental health. For example, lack of face-to-face interactions among others and exercises result from addicting video games. A chronic shortage of regular exercise leads to the increasing risks of metabolic diseases like obesity which are extremely dangerous. WIthout real-life conversations, young people might constitute negative thoughts towards society, their family members which could lead to the possibility of committing suicide.
In conclusion, although video games are born to help children relax and study while playing them, a shortage of exercises and face-to-face interactions could happen when children immerse themselves in a virtual world.

Votes
Average: 8.4 (1 vote)

Transition Words or Phrases used:
also, besides, but, first, firstly, however, if, so, while, for example, in conclusion, as a result, to begin with

Attributes: Values AverageValues Percentages(Values/AverageValues)% => Comments

Performance on Part of Speech:
To be verbs : 8.0 13.1623246493 61% => OK
Auxiliary verbs: 8.0 7.85571142285 102% => OK
Conjunction : 6.0 10.4138276553 58% => More conjunction wanted.
Relative clauses : 9.0 7.30460921844 123% => OK
Pronoun: 16.0 24.0651302605 66% => OK
Preposition: 44.0 41.998997996 105% => OK
Nominalization: 1.0 8.3376753507 12% => More nominalizations (nouns with a suffix like: tion ment ence ance) wanted.

Performance on vocabulary words:
No of characters: 1731.0 1615.20841683 107% => OK
No of words: 309.0 315.596192385 98% => OK
Chars per words: 5.60194174757 5.12529762239 109% => OK
Fourth root words length: 4.1926597562 4.20363070211 100% => OK
Word Length SD: 2.78643595714 2.80592935109 99% => OK
Unique words: 196.0 176.041082164 111% => OK
Unique words percentage: 0.63430420712 0.561755894193 113% => OK
syllable_count: 523.8 506.74238477 103% => OK
avg_syllables_per_word: 1.7 1.60771543086 106% => OK

A sentence (or a clause, phrase) starts by:
Pronoun: 3.0 5.43587174349 55% => OK
Article: 4.0 2.52805611222 158% => OK
Subordination: 4.0 2.10420841683 190% => OK
Conjunction: 1.0 0.809619238477 124% => OK
Preposition: 4.0 4.76152304609 84% => OK

Performance on sentences:
How many sentences: 14.0 16.0721442886 87% => OK
Sentence length: 22.0 20.2975951904 108% => OK
Sentence length SD: 48.7140762459 49.4020404114 99% => OK
Chars per sentence: 123.642857143 106.682146367 116% => OK
Words per sentence: 22.0714285714 20.7667163134 106% => OK
Discourse Markers: 8.14285714286 7.06120827912 115% => OK
Paragraphs: 4.0 4.38176352705 91% => OK
Language errors: 0.0 5.01903807615 0% => OK
Sentences with positive sentiment : 8.0 8.67935871743 92% => OK
Sentences with negative sentiment : 6.0 3.9879759519 150% => 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: 0.306573196521 0.244688304435 125% => OK
Sentence topic coherence: 0.10259784487 0.084324248473 122% => OK
Sentence topic coherence SD: 0.0702196489722 0.0667982634062 105% => OK
Paragraph topic coherence: 0.178075040502 0.151304729494 118% => OK
Paragraph topic coherence SD: 0.0546736259528 0.056905535591 96% => OK

Essay readability:
automated_readability_index: 16.0 13.0946893788 122% => OK
flesch_reading_ease: 40.69 50.2224549098 81% => OK
smog_index: 8.8 7.44779559118 118% => OK
flesch_kincaid_grade: 13.1 11.3001002004 116% => OK
coleman_liau_index: 15.2 12.4159519038 122% => OK
dale_chall_readability_score: 9.94 8.58950901804 116% => OK
difficult_words: 102.0 78.4519038076 130% => OK
linsear_write_formula: 11.0 9.78957915832 112% => OK
gunning_fog: 10.8 10.1190380762 107% => OK
text_standard: 11.0 10.7795591182 102% => OK
What are above readability scores?

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Rates: 84.2696629213 out of 100
Scores by essay e-grader: 7.5 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.