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Argument147
"Although the sales of Whirlwind video games have declined over the past two years, a recent survey of video-game players suggests that this sales trend is about to be reversed. The survey asked video-game players what features they thought were most important in a video game. According to the survey, players prefer games that provide lifelike graphics, which require the most up-to-date computers. Whirlwind has just introduced several such games with an extensive advertising campaign directed at people 10 to 25 years old, the age-group most likely to play video games. It follows, then, that the sales of Whirlwind video games are likely to increase dramatically in the next few months."
In this argument, the arguer tries to convince us that the sales of Whirlwind video games is about to increase dramatically, as a result of the introduction of the company's new products and advertising campaign. To justify the claim, the arguer provides a recent survey about a video-game's most important features. A careful examination of this argument would reveal several critical flaws.
First of all, the arguer doesn’t present any details of the survey, including the number of samples and the percentage of the people who favor lifelike graphics, which are two crucial factors that determine the sales of Whirlwind’s new lifelike video games. The sale is not going to increase, especially not to increase “dramatically”, without the game’s taking sufficient proportion of the computer game market. Nor does the arguer provide the time and regions the survey took place. So it is reasonable if we doubt the authenticity and credibility of the survey, the main basis of the conclusion the arguer draws.
Secondly, the arguer rests on the gratuitous assumption that the decrease of sales during the last two years is a result of the improper kinds of video games the company has involved in and the lack of advertisement, but that is not always the case. We cannot omit the influence of Whirlwind’s competitors, the loss due to management errors and even the possibility of the decrease of the whole country’s average income. All these problems may affect the sales of Whirlwind’s products greatly and have long-term influences, while the arguer leaves all these things behind and simply suggests introducing some lifelike games. So I suppose the forecast that the arguer finally made is more like an imagination, rather than a well-founded conclusion.
Thirdly, the arguer fails to establish a causal relationship between the lifelike games with extensive advertising campaign and the augment of its sales. On one hand, he ignores other factors that influence consumers, the most significant of which is the quality of product. Few people would buy a game just because it is their favorite kind or its advertisement is amazing. Sales would hardly increase if the lifelike games are badly developed, no matter how much Whirlwind advertises. On the other hand, according to the argument, the games require a most up-to-date computer, and this may cause Whirlwind to lose a large portion of its customers who cannot afford such a high-tech but expensive computer. Since the argument doesn’t provide any information about the games’ quality and consumers, we believe it is not valid to conclude that the sales would increase.
Lastly, it seems not so obvious that people aged 10 to 25 years old is the age-group most likely to play video games. The arguer just imagines the age bounds of the group without any survey or proof, which is not persuasive. In addition, an advertisement that directs at a certain age-group would cause consumers of other ages to lose their interests and finally bring loss to Whirlwind’s video game sales.
All in all, the argument is not reasonable as it stands. To make it more logical, the arguer would have to produce more evidence to prove that the sales would definitely increase. We need more evidence concerning the data of the survey, the reason why the sales decreased and the guarantee of its reversion. |
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