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本帖最后由 七七夕夕 于 2010-2-2 12:30 编辑
ARGUMENT147
"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."
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The author of the editorial concluded that the sales of Whirlwind video games are about to be reversed after continuous declining over the past two years from two facts: one is a survey indicating players prefer games that provide lifelike graphics, which require the most up-to-date computers, the other is Whirlwind has just introduced several such games mainly to people 10 to 25 years old, the age-group most likely to play video games, through extensive advertising. However, only with a little bit of careful screening in the reasoning process can we draw some weaknesses which make the author’s conclusion inconvincible, and more importantly, cover other possible reasons responsible for the declining of the sales over the past two years.
Firstly, the overall opinion of the video-game players being surveyed about the most important feature in a video game is not necessarily represent what the age-group which constitutes the large part of players in mind. For a young people of 10 to 25 years old, the lifelike graphics of the video games may seem to be less appealing than other content –related features, such as the types of characters or missions the characters are to carry out. In contrast, the older age-group is likely the one who have more appetite for lifelike graphics for the its high visual quality. Thus, the result of the survey may not be applicable to the 10 to 25 years old people to whom the advertising aimed.
Secondly, the extensive advertising doesn’t equal to the effective advertising. Even people of 10 to 25 years old indeed prefer games that provide lifelike graphics, they may not think it deserves to pay for, or pay for to Whirlwind. Other companies are also possible to design same kind of games to satisfy players’ visual need and endeavor to sell them by various means. Without convincing me the extensive advertising will function well, I am dubious about people will spend their money on Whirlwind’s products.
Thirdly, even the advertising is extensive and effective enough to attract the people of 10 to 25 years; it doesn’t mean that they will pay for it. As the author mentioned, the lifelike graphics require the most up-to-date computers, which may cost. In addition, the prices of the games are not mentioned in this editorial. Considering the high requirement of computers, it is entirely possible that the games are prohibitive to most of young people, who don’t have sufficient incomes and savings, or rich and spoiling parents. Therefore, whether people can afford it is a vital, but not having been answered, question.
In sum, the author ‘s conclusion is untenable on many grounds. Only with more amplified statement about the survey’s respondent, the advertising as well as the prediction of the young people’s purchasing power, can we get better evaluation on it. Otherwise, to draw such hastily conclusion amounts to avoiding the actual problems that underlying the declining over past two years. |
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