❗ -ise
n+ → verd
-ize
1. When I opened the refrigerator, I noticed the meat ... (SPOIL).
2. The bathtub overflowed while she ... (TALK) on the phone.
3. My mother ... (COOK) supper for two hours when I got home.
4. Since her father's death, she ... (GO) through a lot of hardships.
5. I'm looking for Tom and Mary. ... you ... (SEE) them?
6. At the beginning, he ... (NOT BELIEVE) it at all.
7. I met some friends while I ... (WAIT) for a bus.
8. Japanese industry ... (MAKE) great advances since the war.
9. He ... (WORK) on his novel for six months when we visited him.
10. When ... you ... (START) working for Tom?
Most people who have come across computer games have a pastime either negatively or positively. Indifferent, in general, a little. And for many years now, disputes between opponents and supporters of computer games have not subsided, and the most diverse arguments are given. Sometimes you wonder what kind of logical chains are being built. And basically both sides rest on moments related to the psyche, society, and personal development. Let's try to figure out what psychologists think about video games.
In the US, 99% of boys and 94% of girls regularly play video games. Of these, 97% spend at least an hour a day on this. Five years ago, the total revenue of the gaming industry exceeded $ 25 billion a year, and games themselves have long been an integral part of pop culture.