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本帖最后由 yanii 于 2010-7-5 11:15 编辑
TOPIC: ARGUMENT147- The following appeared in an editorial in a business magazine.
"Although thesales of Whirlwind video games have declined over the past two years, a recentsurvey 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 mostimportant in a video game. According to the survey, players prefer games thatprovide lifelike graphics, which require the most up-to-date computers.Whirlwind has just introduced several such games with an extensive advertisingcampaign directed at people 10 to 25 years old, the age-group most likely toplay video games. It follows, then, that the sales of
Whirlwind videogames are likely to increase dramatically in the next few months."
WORDS: 281
TIME: 00:30:00
DATE: 2010-7-4 22:56:50
The argument,though well-present, is subjected to several logical flaws. First, thegenerality and reliability of the survey is vulnerable to query. Besides, the informationabout the advertised games is too insufficient to make any conclusion. Theargument also fails to rule out some alternative explanations. All those willbe analyzed in detail in the following.
As for the survey,the background information is too vague to arrive any conclusion. It revealsthat players high think the quality of lifelike graphics of a game. Without anydepiction of the players, it is likely, they are in some clubs, of the sameage, say 23, and show the same value. Thus their depiction of the mostimportant quality of a game unfairly generalizes the general people. Theargument failed to provide information as the conduct of the survey. Do theyoffer some alternatives for the video-game players or just let choose whetheror not towards the given quality. If so, the survey arrives no where as thequality the most players value most.
The author failsto provide other attributes of the game, and assumes that lifelike graphicsalone can assure prevalent. While as is known to all, success always attributesto many factors. As for the video game, despite the graphic effects, theplayers may also be concerned with difficulty level, design-balance of a gameas well as a sense of accomplished after winning the game. Perhaps there existsso many bugs in the game, through which, some players may be in more vantageposition than their competitors. If so, the game may hardly appeal to realplayers, who want to win by their authentic capacity. Besides, such gamestarget at an age-group - from 10 to 25, do the game programmers have study thedifferent favor of the targeted customers? Can such game really appeal to suchlarge age range?
Another point theargument emphasizes is the extensive advertising campaign of the game. Is suchcampaign really effective to promote the games? What about the advertisement isonly confined in a particular media or a limit time, say on television duringthe daylight? In those time, their targeted group may be hanging around outsideand don't have the access to watch TV. If this is the case, most potentialcustomers may never know such games.
Even if oneaccepts the survey's results and the games have the potential to attract gameplayers, the conclusion remains questionable. Consider the requisite equipmentof such games, a most up-to-date computer, what if it costs so much that farbeyond most players can afford? For that matter, it's fairly possible that gameplayers will not turn to such games until the price of update computers take asharp plunge.
In summary, theargument is based on a questionable survey and deduction which render itunconvincing as it stands. To make a logical conclusion, the author can substantiateby evidence that the potential group prefer such games to the extent that theywould rather purchase a expensive update computer to run them. Not until then,I remain skeptical about the claim. |
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