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      <title>LV5 _L 11 _ TASK 2 _ PROBLEM + SOLUTION (CONT) by Vinh Pham</title>
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      <pubDate>2023-06-24 08:12:57 UTC</pubDate>
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         <title>MATERIAL L11</title>
         <author>bellpham97</author>
         <link>https://padlet.com/bellpham97/1k25x5v57xkeeuhr/wish/2631380413</link>
         <description><![CDATA[]]></description>
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         <pubDate>2023-06-24 08:15:39 UTC</pubDate>
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         <title>Công Phúc - Writing 230624</title>
         <author>ttcg_ncp</author>
         <link>https://padlet.com/bellpham97/1k25x5v57xkeeuhr/wish/2631450978</link>
         <description><![CDATA[<div>In today's world there is a tremendous increase in violence in video games and TV programs and there are many reasons behind this trend. This essay is delve into the reasons, effects and possible remedies for this phenomenon.<br><br>One reason for the increase in violence in video games and TV programs is that it can be profitable for the entertainment industry. The global video game industry was worth $159.3 billion in 2020, a 9.3% increase from 2019. Violence can attract attention and create excitement, which can lead to higher sales and viewership.<br><br>Another reason is that violence in media can desensitize people to real-life violence. This means that people who are exposed to a lot of violence in media may become less sensitive to the pain and suffering of others and may be more likely to behave in aggressive or harmful ways towards others.<br><br>To address this issue, one solution could be for the entertainment industry to self-regulate and create a ratings system for their content. For example, the Entertainment Software Rating Board (ESRB) was established in 1994 to create a ratings system for video games based on their content. This can help parents and educators make informed decisions about what media is appropriate for children.<br><br>Another solution could be for parents and educators to monitor children's media consumption and limit their exposure to violent content. This can help prevent children from becoming desensitized to violence and reduce the likelihood of aggressive behavior.<br><br>In conclusion, there are several reasons why violence is increasing in video games and TV programs, including profitability for the entertainment industry and desensitization to real-life violence. Possible solutions include self-regulation by the entertainment industry and monitoring by parents and educators. It is important for society to address this issue to reduce the potential harm caused by exposure to violent media.<br><br><strong>Band &gt;7.0</strong></div>]]></description>
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         <pubDate>2023-06-24 13:50:39 UTC</pubDate>
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         <title>Minh Huy - Writing 230624</title>
         <author>hangminhhuy080911</author>
         <link>https://padlet.com/bellpham97/1k25x5v57xkeeuhr/wish/2631471000</link>
         <description><![CDATA[<div>Nowadays, a wide range of entertainment genres has been premired, including violence. The main reason for this is to meet the demand from the consumers and probably the best solution is for controlling over what the children are watching by their parents, as well as, government must guarantee these contents when showing them on TV.<br><br>The most profound reason why the figure for violent entertaiment is rising in video games and TV programs is to satisfy the necessity of people who are enjoying the violent entertaimnent services. This is beacause many individuals find the excitement by watching bloodshed on TV. If this phenomenon continues, the issues will be more sophisticated and complex with the negative impact on children who do not have enough cognition and perception of what they are using or watching, such as confusing their thoughts of what they will do to be more aggressive and irritated.&nbsp; A good example of this is the game " Call of Duty " which emphasizes on combat and violence have gained positive reception from gamers, have incentivized game developers to creat more tittles in this genre, often pushing the boundaries of violence to satisfy theexpectations of their audiences.<br><br>On the other hand, there are some possible solutions for this is to regulate what children are watching by their parents. This is because if parents were educated about content rating systems and provide guidance on age-appropriate materials, they could comprehend which entertainment genre is suitable for their children and has the informed decisions for them. For instance, Youtube and Netflix should apply content filters to limit access to violent TV shows and movies or for more effective way they can ask for civilian cards and student cards when individuals sign up.&nbsp; Moreover, if the consumers are the younger ones,&nbsp; the device' creators ought to get involved in this project by providing more helpful apps or installation which can allow their parents or acquaintances to follow what their children are doing on their devices. In this way, parents can know the content of entertainment their childrens are watching which has the positive or negative affect on their child. For example, Apple has the functionality that help parents and children get the connection with each other between 2 Apple devices<br><br>In conclusion, to reduce the number of increasing violent contents in entertainment owing to the customers' demands, parents should have the fundamental knowledge of what their childrens are watching, following that the device's creators ought to supply more helpful functionalities. This problem can be tickled if we have the combination of right actions, at any rate, everyone in the society also has their own responsibility in this project. <br><br><strong><em><mark>Good job e!<br>Band 6.0-6.5<br>The essay partially addresses all parts of the task. It presents a relevant position and provides some main ideas, but these ideas are inadequately developed and unclear at times.<br>The essay demonstrates a mix of simple and complex sentence forms, with some errors in grammar and punctuation. The writer attempts to use a variety of complex structures, but there are occasional errors .The essay demonstrates an adequate range of vocabulary for the task, with attempts to use less common vocabulary. There are some inaccuracies in word choice and collocation.</mark></em></strong><br><br></div>]]></description>
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         <pubDate>2023-06-24 15:00:23 UTC</pubDate>
         <guid>https://padlet.com/bellpham97/1k25x5v57xkeeuhr/wish/2631471000</guid>
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