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TOPIC: ARGUMENT147 - The following appearedin an editorial in a business magazine.
"Although the sales of Whirlwind videogames have declined over the past two years, a recent survey of video-gameplayers suggests that this sales trend is about to be reversed. The surveyasked video-game players what features they thought were most important in avideo game. According to the survey, players prefer games that provide lifelikegraphics, which require the most up-to-date computers. Whirlwind has just introducedseveral such games with an extensive advertising campaign directed at people 10to 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 increasedramatically in the next few months."
1. 开头
2. survey调查的题目和增大销量没有关系
3. 10-25岁的人不等同于video-game player,说明了survey的调查对象和销售人群不一致,并且,10-25岁的人很有可能没钱去affordup-to-date computers
4. 降价的原因可能还有其它
5. 结尾
=======================================================================
The arguer claims that according to thesurvey of video-game player about the most important features, the sales ofWhirlwind video games are likely to increase in the next few months because thegames have the most important features and also an extensive advertising campaign.At a first glance, it seems that the arguer is right. After all, once the gameshave the most important features, they are likely to attract more attention ofthe video players and thus the sales are probably to increase. But the argueris not logically right about his conclusion.
First, the survey has nothing to do withthe sales. There is no evidence provided that the survey can answer thequestions whether the video-game players are going to buy Whirlwind videogames. The survey asks video-game players the questions that what features theythink are most important in a video game. The features most important to avideo game are not directly lead the players to buy, although the sales and thefeatures are related. And, even the players are likely to buy video games whichprovide lifelike graphics, the most important features according to the survey,they may not buy the games produced by Whirlwind but other companies. Maybethere are other companies who provide video-game with better lifelike graphicsand players are more willing to be those companies' customers.
Another fallacy is that campaign isdirected to people 10 to 25 years old, not directly to the video-game players,who answered the survey. People 10 to 25 years old may not think lifelikegraphics is the most important features, and they may prefer others such as thestory line of the video game. Thus even Whirlwind introduced several games withlifelike graphics, people 10 to 25 years old may not buy it. And as the arguersays, lifelike graphics require the most up-to-date computers. Since thosegames Whirlwind introduced have such feather, they, the games, require the mostup-to-date computers. But its potential customer, the campaign directed, arepeople aged from 10 to 25, usually are students who are not financially independent.Can they afford to have up-to-date computers to play the game? Thus anotheruncertainty in the arguer's claim emerges.
Last but not least, the arguer fails toprove that the features and campaign are the only factors to increase sales, orare the only factors why the sales declined over the past two years. But thereare other possibilities. For example, the market of video games is shrinkingand not so many people want to buy them. Or the price the Whirlwind set for itsgames are so high that no player can afford.
Because of these fallacies, the arguerfails to justify that the sales of the company will increase dramatically. Ifthey hold another survey, asking questions directly about Whirlwind, analyze thereasons why Whirlwind video games have declined over the past two years and dosome salvation according to the results, the sales may finally go up. |
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