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Argument147: 368 words 30 minutes 460
The following appeared in an editorial in a business magazine.
'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.'
The author recommends that the sales of Whirlwind video games are likely to increase in the next few months. To support the claim, the author cites a survey in which the players prefer the lifelike graphics, and so on, which are in the recent games which are advertised to people at 10 to 25. The editorial has some flaws which make it unconvincing as it stands.
First of all, the survey is incredible. No evidence showed to prove the survey is reliable. At the beginning, the ratio of the each age-stage is unknown, as I know; people at the different stage of ages have different taste of games. Are the people receive the survey are the main part of customers who buy the video games? And the factors which influence people consider whether to buy a video game or not are not only the quality of the game, but also the price and other elements. Therefore, even if people prefer the video games which have lifelike graphics, that do not mean they would buy them.
Secondly, the author assumes that if the video games meet the need of the customer, the sales of the games will increase. Yet, the author neglects the impact of the competing companies. It is likely that the vitals of Whirlwind are also offer the same kind of video games, even the graphics of these games are more lifelike, and the prices are lower, the most customers may choose these video games, nor Whirlwind's. Thereby, the author need rule out the possibilities that would hamper the recommendation, or the conclusion remains unconvincing.
Finally, the author refers to an extensive advertising campaign directed at people 10 to 25 years old, the age-group most likely to play video games. However, the author meets a mistake that the ones most likely to play video games would not be the ones most likely to buy. As we know, the people in this age-group mostly are not have enough money to be independent, someone should depend on the fund of family to continue the study, so the money spent on video games may be restrained by parents. Therefore, the author should offer the evidence that most of them have the money to buy their favor video games. Actually, even they have enough money, the possibility they would buy is not high, because they may consider others may more important to buy.
In sum, the author relies on a incredible survey and make a hasty conclusion. To support the assumption, the author should offer the details of the survey, and rule out possibility of the other video game companies' influence. The author also needs to offer the ability and desire of people during 10 to 25 years old to buy video games |
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