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Argument147(2005年2-9月总频47次)
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."
1调查的有效性
2like play!=will buy
3advertising campaign与sale trend reverse未必有因果关系
4increase!=drastically
(此外,10-25这个有没有问题啊 我觉得没错的 不过看些文章指出了这里有问题
请大家给点意见)
The argument concludes that the sales of Whirlwind video games are likely to increase dramatically in the next few months based on an unauthorized survey and an advertising campaign. After a careful scrutiny, we can find several flaws in this argument.
First of all, the result of the survey seems unreliable. The author does not provide any information about who carried out this survey, how many people were investigated or whether the samples are representative of the whole population. If a small investigation company with a group of non-specialists implemented the survey, they might not pay attention to the number and the representativeness of the people being surveyed. If they only investigated only a small group of people who share the same preferences of games, say if the surveyees are from the same club, the result of the survey would be invalid.
Secondly, even if the survey is valid and the result is reliable, the preference of games that provide lifelike graphics will not necessarily lead to a sale increase. Since playing such games requires the most up-to-date computers, game players may not be willing to pay such a high cost to play them, let alone buy them, though they have a preference to this kind of games.
In addition, even if the game players want to buy this kind of games, they are very likely to buy them from other companies rather than Whirlwind. The author may argue that they have carried out an extensive advertising campaign which will promote the sales. However, it may not be the case when considering the buyers' preference. If other game companies offer lower prices, better service, or more kinds of games than Whirlwind, buyers will probably turn to the companies possessing such advantages, regardless of whether Whirlwind games are advertised or not.
Finally, even if the sale of Whirlwind video games indeed increases, it may not necessarily increase dramatically in the next few months. Since fierce competition are very likely to exist among Whirlwind and other games companies, players will choose different companies instead of sticking to one, or they may shift company from time to time. Such competition will drag Whirlwind back from a dramatic sale increase. Also, sale increase may not be realized in the near future, since it takes time for players to accept a new kind of games.
In conclusion, the argument is ruined with the above fallacies. The author should include more information to substantiate the validity of the survey, a clear preference of players to buy such games and a detailed comparison between Whirlwind and its competing companies if he/she wants to make a sound argument. Also, the author should avoid such over-exaggerated words like 'dramatically' in persuading readers.
65min 453words |
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