It is often argued that games on portable electronic devices can have negative effects on both individuals and society. I agree to a large extent, particularly when their use becomes excessive or poorly regulated.
At an individual level, excessive gaming can lead to behavioural and health-related issues. Many mobile games are designed to sustain user engagement through reward-based systems, which can encourage prolonged use. This may result in reduced concentration, disrupted sleep patterns, and neglect of academic or professional responsibilities. Health authorities such as the World Health Organization have recognised gaming disorder as a condition characterised by impaired control over gaming and increasing priority given to it over other activities. Furthermore, extended screen time often replaces physical activity, contributing to a more sedentary lifestyle and associated health risks.
At a societal level, widespread engagement with portable gaming can influence social interaction and productivity. Increased reliance on personal devices may reduce opportunities for face-to-face communication, which can affect the development of interpersonal skills and weaken social relationships over time. In addition, excessive gaming can impact performance in education and the workplace if individuals prioritise entertainment over responsibilities. While such games can provide relaxation and even social connection when used in moderation, these benefits are outweighed when usage becomes uncontrolled.
In conclusion, although mobile games can offer certain advantages, their excessive use presents clear risks to both individuals and society. I therefore agree that they can be harmful, particularly in the absence of balanced and responsible use.
