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Harmful entertainment in Entertainment Glossary for IELTS

10 Entertainment terms

This glossary can help you prepare for the IELTS writing tasks related to the Harmful entertainment in Entertainment.


convenient:

adjective

Fitting in well with a person's needs, activities, and plans.

Example: These convenient sources of entertainment allow people to destress whenever they want, either during breaks or after a long day at work, without having any impact on their productivity.

drawback:

noun

A feature that renders something less acceptable; a disadvantage or problem.

Example: In my opinion, I think this development has both benefits and drawbacks.

entertainment:

noun

The action of providing or being provided with amusement or enjoyment.

Example: The increasing popularity of entertainment on portable devices is believed to have a negative effect on individuals and society.

handheld:

adjective

Designed to be held in the hand.

Example: Beneficial as it may be, too much easily accessible entertainment on handheld devices can bring about several negative impacts.

host:

verb

Act as host at (an event) or for (a television or radio programme).

Example: For example, PUBG mobile has successfully hosted international events and competitions.

interaction:

noun

Reciprocal action or influence.

Example: This lack of face-to-face interaction not only hurts many real-life relationships but also increases the risk of mental health issues among the youth.

lifestyle:

noun

The way in which a person lives.

Example: In addition, when people waste large amounts of time on video games, they tend to be less active, which can eventually lead to a society of people living sedentary lifestyles.

perspective:

noun

A particular attitude towards or way of regarding something; a point of view.

Example: From an individual perspective, video games and other types of entertainment serve as excellent relaxation tools for people who suffer from high levels of work-related stress.

sedentary:

adjective

(of a person) tending to spend much time seated; somewhat inactive.

Example: In addition, when people waste large amounts of time on video games, they tend to be less active, which can eventually lead to a society of people living sedentary lifestyles.

stress:

noun

The body's response to physical, mental, or emotional pressure.

Example: From an individual perspective, video games and other types of entertainment serve as excellent relaxation tools for people who suffer from high levels of work-related stress.

convenient:

adjective

Fitting in well with a person's needs, activities, and plans.

Example: These convenient sources of entertainment allow people to destress whenever they want, either during breaks or after a long day at work, without having any impact on their productivity.

drawback:

noun

A feature that renders something less acceptable; a disadvantage or problem.

Example: In my opinion, I think this development has both benefits and drawbacks.

entertainment:

noun

The action of providing or being provided with amusement or enjoyment.

Example: The increasing popularity of entertainment on portable devices is believed to have a negative effect on individuals and society.

handheld:

adjective

Designed to be held in the hand.

Example: Beneficial as it may be, too much easily accessible entertainment on handheld devices can bring about several negative impacts.

host:

verb

Act as host at (an event) or for (a television or radio programme).

Example: For example, PUBG mobile has successfully hosted international events and competitions.

interaction:

noun

Reciprocal action or influence.

Example: This lack of face-to-face interaction not only hurts many real-life relationships but also increases the risk of mental health issues among the youth.

lifestyle:

noun

The way in which a person lives.

Example: In addition, when people waste large amounts of time on video games, they tend to be less active, which can eventually lead to a society of people living sedentary lifestyles.

perspective:

noun

A particular attitude towards or way of regarding something; a point of view.

Example: From an individual perspective, video games and other types of entertainment serve as excellent relaxation tools for people who suffer from high levels of work-related stress.

sedentary:

adjective

(of a person) tending to spend much time seated; somewhat inactive.

Example: In addition, when people waste large amounts of time on video games, they tend to be less active, which can eventually lead to a society of people living sedentary lifestyles.

stress:

noun

The body's response to physical, mental, or emotional pressure.

Example: From an individual perspective, video games and other types of entertainment serve as excellent relaxation tools for people who suffer from high levels of work-related stress.

convenient:

adjective

Fitting in well with a person's needs, activities, and plans.

Example: These convenient sources of entertainment allow people to destress whenever they want, either during breaks or after a long day at work, without having any impact on their productivity.

drawback:

noun

A feature that renders something less acceptable; a disadvantage or problem.

Example: In my opinion, I think this development has both benefits and drawbacks.

entertainment:

noun

The action of providing or being provided with amusement or enjoyment.

Example: The increasing popularity of entertainment on portable devices is believed to have a negative effect on individuals and society.

handheld:

adjective

Designed to be held in the hand.

Example: Beneficial as it may be, too much easily accessible entertainment on handheld devices can bring about several negative impacts.

host:

verb

Act as host at (an event) or for (a television or radio programme).

Example: For example, PUBG mobile has successfully hosted international events and competitions.

interaction:

noun

Reciprocal action or influence.

Example: This lack of face-to-face interaction not only hurts many real-life relationships but also increases the risk of mental health issues among the youth.

lifestyle:

noun

The way in which a person lives.

Example: In addition, when people waste large amounts of time on video games, they tend to be less active, which can eventually lead to a society of people living sedentary lifestyles.

perspective:

noun

A particular attitude towards or way of regarding something; a point of view.

Example: From an individual perspective, video games and other types of entertainment serve as excellent relaxation tools for people who suffer from high levels of work-related stress.

sedentary:

adjective

(of a person) tending to spend much time seated; somewhat inactive.

Example: In addition, when people waste large amounts of time on video games, they tend to be less active, which can eventually lead to a society of people living sedentary lifestyles.

stress:

noun

The body's response to physical, mental, or emotional pressure.

Example: From an individual perspective, video games and other types of entertainment serve as excellent relaxation tools for people who suffer from high levels of work-related stress.

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