Some people believe that entertainment, such as games available on portable electronic devices, can be harmful to individuals and society. To what extent do you agree or disagree? Write at least 250 words.
Are games on portable devices harmful — agree/disagree essay
The boring draft
Score: Band 6.0
Mobile games and other portable entertainment have become part of daily life for billions of people. Critics worry that this brings serious harm on both individuals and society. While I agree that there are real risks, I believe the technology itself is not the problem; the issue lies in how it is used.
On the negative side, there is no doubt that excessive gaming can be bad. Hours spent staring at small screens can hurt eyesight, make sleep, and bring posture problems. Mobile games are also designed using behavioural research to be addictive, which can take away time that students or workers should spend on important tasks. On a social level, when people stare at their phones during meals or commutes, face-to-face talking weakens — and lonely individuals can fall deeper into isolation rather than fight it.
However, these problems are not the only story. Portable entertainment offers real benefits. Puzzle and strategy games can make memory, reaction time, and problem-solving skills. Cooperative online games help friendships across cities and even countries, which is particularly good for shy or disabled individuals who struggle to meet people offline. Educational apps now teach language lessons, coding, and music theory in formats that make learners far more effectively than textbooks.
In my view, the answer lies not in stopping portable entertainment but in teaching balanced use. Parents, schools, and individuals themselves should make limits on screen time and choose games of genuine value.
In conclusion, mobile games can be harmful when used to excess, but they are also a good thing of learning, social connection, and entertainment. The technology itself is morally neutral; what makes the outcome is how individuals, families, and educators choose to integrate it into the rhythms of daily life.
The power upgrade
Score: Band 8.0
Mobile games and other portable entertainment have become integral of daily life for billions of people. Critics worry that this inflicts serious harm on both individuals and society. While I agree that there are legitimate risks, I believe the technology itself is not the problem; the issue lies in how it is used.
On the negative side, there is no doubt that excessive gaming can be detrimental. Hours spent staring at small screens can impair eyesight, disrupt sleep, and trigger posture problems. Mobile games are also designed using behavioural research to be habit-forming, which can consume time that students or workers should spend on productive tasks. On a social level, when people are absorbed at their phones during meals or commutes, face-to-face interaction weakens — and lonely individuals can sink deeper into isolation rather than combat it.
However, these drawbacks are not the whole story. Portable entertainment offers substantial benefits. Puzzle and strategy games can sharpen memory, reaction time, and problem-solving skills. Cooperative online games enable friendships across cities and even countries, which is particularly valuable for shy or disabled individuals who struggle to connect with people offline. Educational apps now deliver language lessons, coding, and music theory in formats that engage learners far more effectively than textbooks.
In my view, the answer lies not in condemning portable entertainment but in cultivating balanced use. Parents, schools, and individuals themselves should enforce limits on screen time and prioritise games of genuine merit.
In conclusion, mobile games can be damaging when used to excess, but they are also a meaningful source of learning, social connection, and entertainment. The technology itself is morally neutral; what determines the outcome is how individuals, families, and educators choose to integrate it into the rhythms of daily life.