Another way one could get more intricate is to say that their willingness to try new things in technology directly stems from their conditioning to it in the past. This is true in most cases, where the person began using technology at an early age and was therefor more open minded to try new things. This also is a cause-effect relationship. The effect is the person's aptness to try new technologies, and the cause is the person was conditioned to use technology at an early age.
However, I suppose this could always be considered an argument of fact as well. The fact that my research question could be proved based on scientific research is the basis of my assumptions here. A study could be set up to prove this where people of certain age groups are all asked about their use of available technology as a child as well as how conditioned they are to trying new things today. It would be formatted so as to focus on whether there is any distinct correlation or not. If there is a large positive trend, it can be said then that there is direct correlation between playing video games at a young age and being successful with technology in the future.
Although the argument of fact is a good way to help prove the accuracy of the report, I still believe that writing about the cause and effect relationship is what really matters here. The cause effect relationship is the entire basis of my research question, and it is what core 4 should be centered around. I aim to prove that the effect of being proficient with technology is caused by learning to play video games at a younger age. However, these assumptions like any other have room for error. For example, there are other people out there who have never played video games but are still good with other technological interfaces. What I am trying to say is that playing video games at a younger age is not the only cause of becoming technologically proficient in the future. Although I do hope to prove that it can be a positive factor if applicable.
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