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发表于 2010-2-21 21:35:49
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TOPIC: ARGUMENT 147 - 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."
In this argument, the author concludes that in the next new months the sales of Whirlwind video games must increase dramatically. To support this assertion, the author cites a survey that many players are likely to choose the vivid games which need more computer techniques. He also cites a fact that the company has made a commercial to the youth. This argument relies on a number of dubious assumptions and is therefore unpersuasive as it stands.
First, the author unfairly assumes that people must pay the money for the things which they maybe like and have showed interests before in a survey. Admittedly, the games with lifelike graphics are attractive, but the graphic is not the single consideration for the customers. It is entirely possible that the expensive price that most average-income people cannot afford decreases the sales of the video games. It is also possible that people don't need to buy the games since they don't have children or have enough time to play games although the game is really outstanding and has a proper price. Any of these scenarios, if true, would undermine the conclusion that the sales trend is about to be reversed.
Secondly, the author assumes too hastily that if whirlwind introduces the games to the customers with an extensive advertising campaign they will buy the games. Perhaps the advertisements are not attractive enough to arrest their eyes and to achieve success on its sales. Or perhaps although it is successful to make people remember the games, there are some other vital disadvantages to limit people to purchase the games like high price, bad quality, unpopular theme and etc. Without considering and ruling out these possibilities, the author cannot convince me that the sales will increase.
Thirdly, even if the advertisements are work, it doesn't mean that the games will be well sold. The author asserts that the key to increase the sales is to attract the main customers who are 10 to 25 years old and then it would be. However, this is not the case. In fact, many young people still don't obtain a salary to buy what they want, but at the contrary, the old generations want to please their children and would like to pay the bill. If so, to introduce the games directed at the parents may be an effective method. Moreover, just to increase the sales of several Whirlwind video games cannot lead to an increase of the sales of the whole Whirlwind video games.
Finally, the author ignores the competitors against the Whirlwind at the market. There must be plenty of other companies to develop new video games and they may own more intelligent people or more dazzling advertising campaign. If so, the customers have more choices so that it is not sure that they will choose the Whirlwind eventually.
In sum, the scant evidence the author cites proves nothing about why the sales of Whirlwind are about to increase in the next few months. To strengthen the assertion, the author must account for all other factors that could effect the decisions of the customers to buy the video games and the environment of the market. To better assess this argument, I would need more statistical information about the customers, including their tastes, their incomes and their ages. |
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