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TOPIC: 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."
WORDS: 569
In this argument, the arguer claims that the sales of Whirldwind video games are likely to skyrocket in the next few months. To make this statement more acceptable, the arguer cites a recent survey of video game player, suggesting that the most important factor in a video game is life like graphic---which is exactly involved in Whirldwind's latest game. Moreover, the arguer points out the extensive advertising campaign waged by Whirldwind. However, this argument suffers from several flaws.
Firstly, the arguer assumes too hastily that people would flock to buy video games with life like graphic, which is favored by most video players. It seems to the arguer that the most important factor in a video game equals to the most attractive factor, that is to say, the most worth buying element in a video game. Since a video game is comprise of many elements, such as its graphic quality, its theme, its background music, its plot, and so forth. And different people have got different preferences toward video game. It is possible that girls would choose to buy a cooking-simulation game with carton graphics, while accepting that life like graphic is no doubt the most important element in a video game. In addition, the games with life like graphic are needed to run on the most up to date computers, and this is surly a bad news for the life like graphic fans. Given the huge potential cost for computer upgrade, it is entirely possible that most of them would be coerced to choose another game reluctantly, which do not require powerful configuration of computer.
Secondly, the effort of the extensive advertising campaign waged by Whirldwind is susceptible. In fact, the assumption that the age group cited in the editorial is video game fans is too speculative. More researches and statistics are needed to make this assumption more reliable. Otherwise, Whirldwind risks squandering the limited economic and anthropogenic resources by advocating their new products to people who do not play game at all.
Thirdly, the arguer fails to take account other factors that might affect the sales of the newly introduced life like video games. Without explaining the reasons why the sales of Whirlwind video games have declined over the past two years, it is tempting to think that the sales trend would not to be reversed on the basis that simply several new video games can not solve the essential problems which lead to Whirlwind’s last two years depression, and can not vitalize the whole company in few next months. Besides, the arguer does not mention the quality of these video games and the potential competitors of Whirlwind. Even we accept the arguer's assumption that people are willing to buy video games with life like graphic. It is possible that the quality of Whirlwind's new games is poor and thus, people tend to choose other kinds of games or games with better life like graphic produced by other companies.
In sum, the argument is well presented, but not thoroughly reasoned. To make the it more logical acceptable, the arguer should make a further survey designed to get the buying preference of video game players. In addition, the advertising campaign would be more effective and directly after a comprehensive analysis of people in different age. Moreover, the argument would be more convincing if the arguer rules out other factors that might affect the sales of Whirldwind's new products. |
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