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In this business magazine, the author anticipates the sales of Whirlwind video games are possibly to increase dramatically in the next few months. To support his anticipation, he cites a resent survey which reflects preferable games should provide lifelike graphics, requiring the most up-to-date computers. In addition, Whirlwind has introduced several such games directed at people 10 to 25 years old, the age-group most likely to play video games, which makes the author believe the sales trend is about to be reversed. However, this argument suffers from several critical fallacies, which render it unconvincing as it stands.
To begin with, the author fails to testify the accuracy of this recent survey. In one hand, we can hardly see the number of total people who took part in the survey, which is of great importance for us to make a conclusion. If the scope of survey is very narrow, the conclusion of the survey can't represent the ideas of most video-game players. In another hand, people at different ages may have different preference, which determines their choices toward video game are distinct. It is possible that teenagers are fond of roll-play games while persons at twenties never play them. The author never gives evidence to prove the universal favor of the games providing lifelike graphics.
Furthermore, if the survey is precise, there is no causal relationship between the games directed at 10 to 25 years old and the popularity of such games. The fact, that Whirlwind has just introduced such games with an extensive advertising campaign directed at people 10 to 25 years old, implies the main ages for individuals to play video game are between 10 and 25. However, the author can't provide any powerful evidence and reasons to support his idea. In contemporary society, not only young people but elder ones as well play video games for entertainments in their leisure times and the type of games is various and individuals can choose what they prefer. To this extent, the author can’t convince us the reasonable of the implication.
Finally, even if the assumptions above are correct and reasonable, the author never convinces us that people will probably buy the video games produced by Whirlwind since the factors affecting the sales are various. Individuals may not only consider the type of games, but take price, language of games and so forth into consideration as well. If the price is at a high level so that the main consumer groups can't afford the expense, how do sales increase dramatically? That is why, in my opinion, the preference of video games can't determine the sales of video games.
To sum up, the conclusion lacks credibility because the evidence the author provides is inadequate. To convince us that the sales of Whirlwind video games will increase, the author should provide the accurate, precise and detailed descriptions toward the recent survey such as the total number and the age range of people who participated in it. Otherwise, the author should provide evidence to support the implication that individuals at 10 to 25 are the main video-game players. The other factors which influence consumers to buy the video games should be taken into account as well.
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