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------题目------
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.'
------正文------
In this argument, the author concludes that that the sales of Whirlwind video games are likely to increase dramatically in the next few months. The argument seems sound and convictive at the first glace, but I am afraid there are some flaws in it that undermine its validity.
First, there are some flaws in the survey cited by the author. We do not know the subjects that the survey has investigated and the scope that the survey covers. If the surveyors do the survey in a small scope and the people investigated by them are limited, the result may not representative. What is more, the author does not inform where the survey is operated, if the surveyors just do the survey in several main cities or only one district of an area, the situation may not the same as the other places and we cannot believe that all the places share the some question.
Second, the author fails to consider the amount of people who have the most up-to-date computers. Even we accept the result of survey, that is players prefer games that provide lifelike graphics and they will like the game produced by Whirlwind, the fact does not mean that players have the most advanced computers to play such games. Common sense tells me that these most up-to-date computers must be very expensive and thus not many people can afford such a high price, that is to say, unless the author apply the evidence concerning the amount of players who have the most advanced computers can we believe that they will the products of Whirlwind.
Finally, the group which is most likely to play video games may not be the most likely customers of the Whirlwind. The author says that the group that is most likely to play the video game is the people 10 to 25 years olds, however, this does not mean that this group have the ability to buy video games of Whirlwind, there are many factors that affect the activity of customers such as the price of the game, the design and their level of incomes. Without consider such factors, the author fail to assure me that this group will be the customers of Whirlwind games.
All in all, this argument is not as persuasive as it stands, before we accept any conclusions based on it, the author should apply more detailed evidence and organize the reasoning logically.
[ Last edited by staralways on 2005-8-26 at 11:45 ] |
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