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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."
The editorial concludes that Whirlwind video games will sell well in the coming few months, providing that Whirlwind has just introduced lifelike graphic games with an extensive advertising campaign, which are compelling to people aged 10 to 25 years old. To support the conclusion reached, the author cites a survey which shows that lifelike graphics are considered most important in a video game by video-game players. The conclusion seems well-reasoned at the first glance. However, the argument is logically flawed in several aspects.
The author points out that the sales of the introduced video games are going to increase in the coming months, as according to the survey, video game players consider lifelike graphics as most important in a video game. Thus, the author assumes that video games with lifelike graphics will surely be popular among consumers, which is unwarranted. The survey failed to ask these players whether they were willing to buy such sorts of video games, whether they has the most up-to-date computers which could be used to run the video games. It is possible that the most up-to-date computer are too expensive for these players to afford, thus they will not buying video games which cannot be ran on their owned computers. Besides, finding lifelike graphics most important leads no strong support to the conclusion that these players are inclined to buy this kind of games themselves.
Second, the author fails to mention the age rage, the occupation, or the proportion of sexes of the players which the survey involved. It could be possible that people interested in games providing lifelike graphics are above the age of 25, or under the age of 10, while the games introduced by Whirlwind is directed at people 10 to 25 years old. Thus, the author cannot relies on the survey to make the final conclusion.
Apart form all stated above, the author overlooks or chooses to ignore several important elements, such as competitors, the overall economic situation, and prices of the up-to-sale games, which can influence the sales of these games. If the players find the prices of the games produced by Whirlwind too expensive, or the economic situation is not well, people may choose not to buy these games. Moreover, if several competitive companies also intend to enlarge the market of games providing lifelike graphics, or player prefer games produced by other companies rather than that of Whirlwind, then the sales of Whirlwind video games could not increase at all, considering Whirlwind conducted an extensive advertising campaign which may cost the company a lot already.
To sum up, the author fails to provide a more convincing survey of the consumers Whirlwind directed at, thus, provides no sufficient evidence the sales of Whirlwind will increase. To make the conclusion sounded, the author needs to conduct a survey aimed at the preference of people aged 10 to 25 years old, and also needs to demonstrate the products from the company of Whirlwind are superior to those of other company. |
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