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我就贴这了,大家帮忙看看,谢谢了哈!! 必回拍~~~~~
用时: 40mins
In this argument, the author concludes the sales of Whirlwind video games are likely to increase dramatically in the next few months. To support this, the argument is based on a survey shows that players prefer games provide lifelike graphics, which require the most-to-date computers. In addition, Whirlwind has just introduced several such games and advertises extensively directed at people 10 to 25 years old, the age-group most likely to play video games. The argument seems sound, however, there are several logical facets. I will discuss these in turn.
Firstly, the survey that the author is based on is questionable. To value one survey's reliability and generalization, we should charge how this survey comes about, such as the survey's topics, structures, questions, handing-out location and time, the number and age group of people who do the survey, and so on. From the argument, it only shows that the survey asked video-game players what features they thought were most important in a video game. So, what about video-game players' ages? Most of they are 10-25 years old as the author says this is the age-group most likely to play video games? There are no sayings in the argument. Also, what are the locations of these video-game players? Are the most players live in one city or in the countries? It is possible that the players the survey asked prefer lifelike graphic live in the same place, and video-games players in other place do not care graphics so much. In all, the survey concerned by the author lacks necessary details to make people convince.
However, even if the survey is available, the argument still remains questionable. The author assumes the causal correlation ship between preference of players and sales of Whirlwind video, which means that players prefer lifelike graphics so that they will be like to choose Whirlwind. But the argument fails to provide proficient evidence to support the conclusion. As players consider lifelike graphics games as a big reason to play video games, it can not represent that players do not care about other prospects of one game, such as the content of game. Also, the author says they advertise well extensively directed at people 10 to 25 years old, the age-group most likely to play video games, but it is also possible that the majority of playing Whirlwind games are not in this age-group. The author fails to consider alternative relationship.
To sum up, the argument, while it seems logical at first, has several flaws as discussed above. The argument could be improved by providing evidence that the correlation is indeed a causal relationship, but not this vague and general evidence. It could be further improved by ruling out alternative explanations for the supposed causal relationship. |
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