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Report of The Graph On Page 42
Report of The Graph On Page 42
Author: Muharrem Yağız Türk 152 Words were counted on the report Student ID: 200907043
In this paper, I will focus on the data that is available from the graph
on page 42 and summarize the information on it.
The graph starts in the year 2010 and expands until 2018 with 4 main
trends in gaming. We can see OMG start as low as 2 hours per week
and MG as in the middle of 2-4 hours MOG goes as high as 6 while
SCG is at the top with 10 hours. We can clearly see a staggering
amount of change with the result data of 10 hours per week with
OMG and only 4-6 hours per week with SCG.
What is interesting is how the main trend of gaming began to be
dominated by online gaming and mobile gaming. I do believe it is
caused by how the internet became widely available1 and how
mobile phones became the trend as mobile phones became a
necessity of the 21st century2. Should a new technology appear to aid
single player gamers we will be able to see a great increase on SCG.
MG : Mobile gaming
2: https://commons.wikimedia.org/wiki/Data:Mobile_cellular_subscriptions_per_100_people.tab
that is a graph that is used and referenced on the general thread of
https://en.wikipedia.org/wiki/Mobile_phone sources of the thread can be clearly seen on references
screen at the bottom of the page.
Peer Review on Muharrem Yağız Türk’s Essay
Made by: Berat Sarı
Underline any sentences or passages you particularly like. What do you like about them?
“Should a new technology appear to aid single player gamers we will be able to see a great
increase on SCG.” The author’s assumption is remarkable here and he used the grammar from
the unit in a good sentence.
Are sources provided for factual statements? Yes there are
Are claims or arguments supported by evidence? Yes these are supported by evidence and
claims are also can be seen easily on any social platform
Write one question about the content for author: What type of technology would change
the gaming sectors.