Essay 14: Video games

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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?

MANY PEOPLE, AND CHIDREN IN PARTICULAR enjoy playing computer games. While I accept that these games can sometimes have a positive effect on the user, I believe that they ARE MORE LIKELY TO HAVE A HARMFUL IMPACT.

On the one hand, video games can be both entertaining and educational. Users, or gamers, ARE TRANSPORTED INTO VIRTUAL WORLDS which are often more exciting and engaging than REAL-LIFE PASTIMES. FROM AN EDUCATIONAL PERSPECTIVE, these games ENCOURAGE IMAGINATION AND CREATIVITY, AS WELL AS CONCENTRATION, LOGICAL THINKING AND PROLEM SOLVING all of which are useful skills outside the gaming context. Furthermore, it has been shown that COMPUTER SIMULATION GAMES can improve users’ motor skills and HELP TO PREPARE THEM FOR REAL-WORLD TASKS, such as flying a plane.

However, I would argue that THESE BENEFITS ARE OUTWEIGHED BY THE DRAWBACKS . Gaming CAN BE HIGHLY ADDICTIVE  because users ARE CONSTANTLY GIVEN SCORES, NEW TARGETS AND FREQUENT REWARDS TO KEEP THEM PLAYING. Many children now spend hours each day trying to progress through the levels of a game or TO GET A HIGHER SCORE THAN THEIR FRIENDS . This type of addiction can have effects ranging from lack of sleep to problems at school, when homework IS SACRIFICED FOR A FEW MORE HOURS ON THE COMPUTER OR CONSOLE . THE RISE IN OBESITY IN RECENT YEARS HAS ALSO BEEN LINKED IN PART TO THE SEDENTARY LIFESTYLE AND LACK OF EXERCISE  that often accompany gaming addiction.

In conclusion, it seems to me that the potential dangers of video games are more significant than the possible benefits.

Những cụm từ cần lưu ý:

MANY PEOPLE, AND CHIDREN IN PARTICULAR (nhiều người đặc biệt là trẻ em)

ARE MORE LIKELY TO HAVE A HARMFUL IMPACT (có nhiều khả năng có tác động nguy hại hơn).

ARE TRANSPORTED INTO VIRTUAL WORLDS (được đưa vào thế giới ảo).

REAL-LIFE PASTIMES (các trò chơi giải trí trong đời thực).

FROM AN EDUCATIONAL PERSPECTIVE (theo quan điểm giáo dục).

ENCOURAGE IMAGINATION AND CREATIVITY, AS WELL AS CONCENTRATION, LOGICAL THINKING AND PROLEM SOLVING (khuyến khích trí tưởng tượng và sự sáng tạo, cũng như tập trung, tư duy logic và giải quyết vấn đề)

COMPUTER SIMULATION GAMES (các trò chơi mô phỏng trên máy tính)

HELP TO PREPARE THEM FOR REAL-WORLD TASKS (giúp họ chuẩn bị cho các nhiệm vụ trong thế giới thực)

THESE BENEFITS ARE OUTWEIGHED BY THE DRAWBACKS (những lợi ích này là rất ít so với những hạn chế của nó)

CAN BE HIGHLY ADDICTIVE (có thể gây nghiện nặng) because users ARE CONSTANTLY GIVEN SCORES, NEW TARGETS AND FREQUENT REWARDS TO KEEP THEM PLAYING (liên tục được cho điểm số, mục tiêu mới và phàn thưởng thường xuyên để khuyến khích cho họ chơi)

TO GET A HIGHER SCORE THAN THEIR FRIENDS (đạt được điểm số cao hơn bạn bè của họ)

IS SACRIFICED FOR A FEW MORE HOURS ON THE COMPUTER OR CONSOLE (bi đánh đổi bằng vài giờ ngồi máy tính hoặc đầu điện tử).

THE RISE IN OBESITY IN RECENT YEARS HAS ALSO BEEN LINKED IN PART TO THE SEDENTARY LIFESTYLE AND LACK OF EXERCISE (sự gia tăng của bệnh béo phì trong những năm gần đây có liên quan tới lối sống lười vận động và thiếu tập thể dục).