There is a rising trend that films and games are now available at any time just by using mobile phones, tablets and laptop computers. From my perspective, I strongly support this statement.
One might argue that films and games that can easily be accessed at any time may lead to some detrimental effects. To explain, when this type of entertainment is more available online, people may lose control of the contents and its influences to the consumers and are more likely to affect those people’s behaviours, especially those of vulnerable groups. Exposuring to many kinds of films and videos without supervision, young people can easily result in violent actions or stress and so on. This can also affect the society’ overall well- being if this issue continues to grow. However this line of thinking fails to address the holistic problem as nowadays the government has already launched many policies about classifying the contents that are suitable for vulnerable groups as well as encouraging more schools to educate students about the risks when consuming online films and games. It is also responsible for the parents or the users to limit their use of online platforms on a daily basis.
For that reason, I am convinced that films and games that can be accessed at any time are beneficial in the aggregate. It is undeniable that films and games are the primary sources for many people to not just entertain but also to research. With the availability at any time, the users can now have more choices, more sources and more convenience whenever they feel like entertaining or just for study purposes. It may serve as an escape for people from modern life, boosting their energy for the new journey. Moreover, many people may use films and games for their research purposes, by the way producers film or create characters, the researchers can gain as much knowledge and the vision to apply for their own projects. For example, Avatar – known as the best fiction movie of all time, is always the main topic and source in any major university specialized in filmmaking used to help any young filmmakers learn and improve themselves in the future.
In conclusion, although the availability of films and games at any time without limit may lead to bad society’ overall health, especially vulnerable groups. This development still plays an important role as the main way for entertainment and research.
