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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.

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Presentation on theme: "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."— Presentation transcript:

1 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? Give reasons for your answer and include any relevant examples from your own experience or knowledge. On the one hand, playing games are considered an instrument of sound mental and physical health. The trend of indoor games such as video games is proliferating and gaining fame among all age groups – from adolescents to adults. However, the impact of this trend has come under scrutiny and has been a concern for many. The protagonists of such games cite that video games are effective educational tools, whereas dissenters void that claim by counting numerous demerits of such games. In my point of view, I too believe that video games are lethal trends and have negative repercussions. First of all, while playing video games, players develop the sedentary position which is harmful to them ergonomically. Additionally, incessant exposure to game monitors could be detrimental to their vision. Other than physical impact, video games also impact emotional and social behavior negatively, especially to children and adolescents. It can be noticed that the themes of a majority of the video games are prominently based on violent battle, massacre or destroying animals and mankind. Moreover, overindulgence to such games makes the young minds of children susceptible to emotional indifference. They may emulate the destroyers and warriors regarding them as role models. Furthermore, individuals “waste” too much valuable free time in front of a computer. Studying, interning, volunteering or even taking a long walk has more physical and mental advantages than playing a video game. On the other hand, enthusiasts enumerate some credits to video games. They believe that playing such games helps to improve one's command of technical gadgets. For example, it is observed that good players are cognizant of the know-hows of computers and can monitor the game efficiently. Being good at the video game is a demand for the new generation. Many children complain they are marginalized in the school if they are not up-to-date with the video games, which leads to embarrassment for them. In my opinion, being online without an “educational or business purpose”, especially for adults, is a waste of time and perhaps even an “addiction”. In conclusion, video games have far more disastrous impacts that outweigh its positive sides. In order to control this destructive trend, parents, teachers, lawmakers and each individual will have to contribute to instigate awareness that video games should be controlled, or even terminated. 

2 An increasing trend nowadays is for young adults to play computer games. Some people say this is a negative development. Discuss and give your opinion. There can be little doubt that more and more people are becoming “addicted” to computer games and this is especially true for young adults. In my point of view,  this is a dangerous development for both society and the people concerned. First of all, the dangers to society of computer gaming addiction among young adults is clear. There is strong evidence proving there is a connection between violent crime and playing games that do not respect human life. For instance, It has been shown that while there is little harm in a few hours of recreational gaming once a week, people who spend many hours a day at their gaming consoles are much more likely to commit crimes. In addition, playing video games is a distraction which prevents people from working harder, thinking critically, reading or focusing on one's future. This is particularly true of young men in their twenties and thirties who are typically the section of society who become most addicted to games. Second of all, the problems that too much gaming can cause young adults as individuals are equally apparent. One particular problem is that they are at a stage of life when they need to concentrate on establishing a professional future and CV.  For example, there is evidence to show that people who play too many games find it more difficult to build a successful future. Constantly spending any free time online distracts people from participating in “real life” events, and hence, reduces chances of professional success. Furthermore, another set of problems that gaming addiction can cause in this age bracket is at work. This is because too much gaming can cause loss of concentration, and that in turn can lead to reduced efficiency in the workplace. As a result, this may lead to the individual failing to get a promotion or even being fired. Other problems such as depression and anxiety then occur, and in severe cases, financial problems and even homelessness may follow. In conclusion, I strongly feel video games are not an effective use of free time, especially for people who are starting their lives and working on their futures. thus, The growth of the gaming habits among children and young adults has several negative effects, which ends up effecting both their personal and professional lives and futures

3 IELTS Speaking/Writing outline
1. In my opinion/perspective/ point of view, I agree/disagree with... 2. First of all... For example, For Instance 3. Second of all...In addition, 4. Finally... Thus, 5.In conclusion/ Overall...Based on these reasons, I suppose.. 1. To begin with/Generally speaking... 2. Personally I believe... 3. On the one hand...For example, Moreover, Furthermore, 4. On the other hand... Hence, 5. But overall, I believe...


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