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Positive And Negative

Band 7+: These days, a great number of children prefer spending time on computer games rather than on sports. Why is it? Is it a positive or negative development? Why?: Causes of the rise of computer games

Note: Both the topic and the essay were created by one of our users.

In modern times, a notable number of children prioritize spending their time on playing digital games rather than on activities and playing sports. In my opinion, this phenomenon is definitely negative. This essay will discuss why this trend happens and the reason why I believe it has adverse effects on children.

To begin with, more and more youths engage with computer games due to various reasons. Firstly, the accessibility of playing online games compared to playing sports is a contributing factor. To be more specific, with the advancement of digital gadgets, playing online games is easy and convenient. In contrast, due to the urbanization and population boom, there is a lack of spaces for youngsters to have opportunities to engage in physical activities. Secondly, playing games is a way to fit in with their friends. There are numerous cooperative games, which encourage social interaction, creating a sense of community and peer engagement through gaming. For example, a game called Roblox allows players to build their own virtual houses in a public town. Hence, they can have a virtual life with all kinds of lifelike relationships in a game and even make friends with strangers.

From my perspective, computer games can have detrimental impacts on children. First of all, excessive time spent on computer games can reduce physical activity, leading to obesity and other health problems. Prolonged exposure to computer screen light can be harmful to their eyesight, potentially making them face long-term consequences for physical health and well-being. Moreover, many video games are designed to be addictive, encouraging children to spend overwhelming time playing. As a result, the downside is apparently shown by poor academic performance as they get distracted by gaming. For example, In South Korea, where gaming is extremely popular, many students have been reported to spend more than 6 hours a day playing online games.Thus, their study time is significantly reduced, leading to failing grades. Some students become so distracted by the need to reach higher game levels that they skip homework or lose focus during class.

In conclusion, playing games is becoming a phenomenon among children due to its accessibility and engagement. However, I personally believe that this trend does more harm than good and should be prevented to ensure the proper development of children.

Word Count: 379

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