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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."
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In this argument the arguer concludes that the sales of Whirlwind video games will increase dramatically in the next few months. To support the conclusion, the arguer provides the evidences as follows: (1) A recent survey of video-game players shows the most important feature they are concerned in a video game is lifelike graphics, and (2) Whirlwind has introduced several new products in this category with an extensive advertising campaign directed at people 10 to 25 years old. This argument is problematic for several reasons.
Firstly, the arguer fails to analyze why Whirlwind has suffered a decline in video games’ sales in the past two years. It is possible there is a drop in the whole video game industry, which could be caused by the increasing game cost in developing and the price in the market, or the unfavorable change of people’s interests on home entertainment, or people’s tighter economic situation. In addition, Whirlwind may have its own responsibilities for the decline. The price of their products might be set unwisely, or they may have an ineffective market strategy, or big problems may exist in company’s management. If all above factors and problems keep unsolved, their effects on sales will not disappear. Since the argument has not explained why the decline happens, it is not convincing that the new plans will be effective.
Secondly, the advertising campaign directed at people 10 to 25 years old may turn out to be ineffective. As the survey suggests that their newly introduced products require the most up-to-date computers, which is undoubtedly very expensive in computer markets. While most people between 10 and 25 are still too young to have strong economy to afford such kind of hardware platforms. Therefore, the target age group of the advertisement is not carefully considered, and the cost of such advertising will have little in return.
Finally, the arguer fails to take into account other factors that might affect the sales of the newly introduced lifelike video games. Except the lifelike graphics, customers may greatly concern on other game features such as the game type, content, plot, even the music. There is no evidence in the argument to describe how the new lifelike games perform in the other aspects. In addition to game features, market related factors can also affect the sales. It is highly possible that competitors have already introduced the parallel games ahead of Whirlwind and occupied a large market share, and won a good reputation among game players through their successful market strategies. All these factors tend to drive prospective customers to buy games from competitors rather than Wirlewind.
In summary, the argument is completely unconvincing as it stands. To strengthen the argument, the arguer would have to analyze the reasons for the two-year decline in sales, and consider all possible factors mentioned above that may affect the sales of video games. |
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