An intriguing topic of discussion at hand is whether
games can teach us valuable lessons about life. The answer to this question can
vary greatly depending on the individual perspectives. Thus, the jury may still
be out, but as far as I am concerned, I disagree with the statement. In this
essay, I will present two reasons supporting my standpoint as follows.
First and foremost, a series of games are so addictive
that ordinary people may have a difficulty to get out from them. According to
the research conducted by The Institute of Human Acting Research of Korea in
2011, there are 35 percent of people, who cannot stop their games even though they
have other fish to try. Also, 14 percent of them referred above have problems to make(ing) decision.
What does this mean? Though no one denies that numerous games render an individual a positive effect on their lives (individuals),
before they get affirmative lessons
concerning life, addiction will catch them not
(influence them) as normal people. Additionally,
even if they catch up (get) remarkable lessons from the games, they cannot
realize the lessons in their lives because they are already so engrossed in
their game that they will not move to change.
(You tried to convey sophisticated idea in
limited vocabulary and expression. It’s fine on this forum, but do not try this
in the real test. Hold back the desire a little when the score matters the most
to you. I could only understand the point that you were making at the end of
the paragraph.)
On top of that, it is more justifiable to contend that
significant lessons in life can be earned outside
(in the real world), not inside and by the (in)
games. Some companies argue that their games released now are effective
to educate people (educative) and learn several knowledge using in life. However, most lessons came down from the older can heard
from them in person. (I don’t understand
this sentence) Take the example from
(of a) Japanese craftsmen. They always perform
just as perfect(ly), but their crafts are
conveyed (to) only a mere
handful (few) of students who want to learn how to make. (Are you
mentioning this about the contemporary craftsmen, or them of the past? Why are
you using this example?) The structure of knowledge disperse (distribution)
in today’s society have been (is) different from the past in which only a few
people shared the valuable know-how, nonetheless,
various expertise are only shared limited people. It means that we
can (barely) acquire barely
general knowledge everybody knows from the games. (Were
you talking about the knowledge – academic – or the lesson?) Therefore,
games teach us some “lessons” not notable
(insignificant) to learn spending one’s time.