Many doctors are concerned about the high use of computer games by children and youngpeople. What mental and physical problems may arise from excessive use of these games? Howcould these problems be reduced?

It is often observed that technology has provided us to convenience and ease, with the advancement in different dimensions of science, we are encountering vivid discoveries almost on daily bases. Computer games are one of the masterpieces of the modern digital era, also, our young generation has adapted it and endorse it as a religion. However, experts of medical science raise their concern about high phycological and physical risks involved with its excessive use.

To embark with, from simple 'Pacman' games to improvised virtual reality, computer games provide a sense of challenge, competitiveness and easy triumph without much hassle. These few virtues always lure children and adolescents, which encourage them to try their techniques and win the games. Although these games are attractive because of thrill and cheap glamour, in addition, it gives an opportunity to explore strategies one can implement. In spite of being just a common player, juveniles get an expression of being a hero or survivor, which become an addiction. In a recent piece of article by prominent "The Times", around sixty-six percent of students spend around six hours on an average playing computer games, which consume their study and family time as well. Certainly, if these circumstances continue it could lead to the detrimental result on their future.

Along with this, overplaying on computer screens can harm the eye cornea with ultraviolet rays emerges from the screen, also playing by sitting on a couch for several hours can create fatigue on muscles. To avoid such issues, children could be encouraged by their parents and friends for some actual outdoor sports activity. On the other hand, some games have disturbing plots and themes, which lay an adverse impact on the innocent mind of our young ones and could create a complex behavior or character personality changes. In an empirical survey conducted by London's "Oxford University", around thirty-eight percent of institutions are now educating students about negative after-effects of computer gaming. Consequently, students are now engaged in finding the alternates of it and involving in sports.

To conclude, computer games are attractive in different means, but its critical impacts on the mind and body of our children are inevitable. With the help of kith and kin and educational institutions, we can educate and guide them towards a path of success, away from the addiction of these games.

Votes
Average: 8.9 (1 vote)

Transition Words or Phrases used:
also, but, consequently, however, if, so, well, in addition, in spite of, on the other hand

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

Performance on Part of Speech:
To be verbs : 11.0 13.1623246493 84% => OK
Auxiliary verbs: 7.0 7.85571142285 89% => OK
Conjunction : 19.0 10.4138276553 182% => OK
Relative clauses : 5.0 7.30460921844 68% => More relative clauses wanted.
Pronoun: 27.0 24.0651302605 112% => OK
Preposition: 62.0 41.998997996 148% => OK
Nominalization: 9.0 8.3376753507 108% => OK

Performance on vocabulary words:
No of characters: 2088.0 1615.20841683 129% => OK
No of words: 389.0 315.596192385 123% => OK
Chars per words: 5.3676092545 5.12529762239 105% => OK
Fourth root words length: 4.44106776838 4.20363070211 106% => OK
Word Length SD: 2.9620063368 2.80592935109 106% => OK
Unique words: 237.0 176.041082164 135% => OK
Unique words percentage: 0.609254498715 0.561755894193 108% => OK
syllable_count: 655.2 506.74238477 129% => OK
avg_syllables_per_word: 1.7 1.60771543086 106% => OK

A sentence (or a clause, phrase) starts by:
Pronoun: 6.0 5.43587174349 110% => OK
Article: 1.0 2.52805611222 40% => OK
Subordination: 2.0 2.10420841683 95% => OK
Conjunction: 1.0 0.809619238477 124% => OK
Preposition: 15.0 4.76152304609 315% => Less preposition wanted as sentence beginnings.

Performance on sentences:
How many sentences: 16.0 16.0721442886 100% => OK
Sentence length: 24.0 20.2975951904 118% => OK
Sentence length SD: 37.3186762058 49.4020404114 76% => OK
Chars per sentence: 130.5 106.682146367 122% => OK
Words per sentence: 24.3125 20.7667163134 117% => OK
Discourse Markers: 5.6875 7.06120827912 81% => OK
Paragraphs: 4.0 4.38176352705 91% => OK
Language errors: 0.0 5.01903807615 0% => OK
Sentences with positive sentiment : 12.0 8.67935871743 138% => OK
Sentences with negative sentiment : 4.0 3.9879759519 100% => 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: 0.196040053761 0.244688304435 80% => OK
Sentence topic coherence: 0.0602560930018 0.084324248473 71% => OK
Sentence topic coherence SD: 0.0449124918669 0.0667982634062 67% => OK
Paragraph topic coherence: 0.117177367714 0.151304729494 77% => OK
Paragraph topic coherence SD: 0.0300794586707 0.056905535591 53% => OK

Essay readability:
automated_readability_index: 16.0 13.0946893788 122% => OK
flesch_reading_ease: 38.66 50.2224549098 77% => OK
smog_index: 8.8 7.44779559118 118% => OK
flesch_kincaid_grade: 13.8 11.3001002004 122% => OK
coleman_liau_index: 14.16 12.4159519038 114% => OK
dale_chall_readability_score: 9.94 8.58950901804 116% => OK
difficult_words: 126.0 78.4519038076 161% => OK
linsear_write_formula: 15.0 9.78957915832 153% => OK
gunning_fog: 11.6 10.1190380762 115% => OK
text_standard: 15.0 10.7795591182 139% => OK
What are above readability scores?

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Rates: 89.8876404494 out of 100
Scores by essay e-grader: 8.0 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.