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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."
In this argument, the arguer claims that the sales of Whirlwind video games would possibly increase dramatically in the next few months. To support this argument, the arguer cites the survey concerning what features the video games players prefer. It seems sound and reasonable at first glance, however, the sample volume and results of this survey are questionable.
First of all, the arguer cannot provide the clear number of the volunteers participate in this survey. If the sample volume is sufficient, the arguer would not be able to draw any valid conclusion by the survey. In addition, the age group of volunteers in the survey is not indicated by arguer. As a result, the arguer might omit the possibility that most volunteers who prefer the games with lifelike graphics are adults and would not play video games frequently. If it is the case, it would serve to undermine the arguer's claim.
In addition, assuming that the result of this survey is reliable statistically, the arguer cannot ensure that those people who prefer the games of lifelike graphic style would buy Whirlwind video games necessarily. The fact indicates that this sort of video games always require the most up-to-date computers, so these potential consumers would not be likely to promote their computers for the video games, and might try some other games which so not require so high level of the computer. And what's more, it is possible that those young men who are most likely to play video games could not afford the expensive cost of computers.
Finally, although the people at 10 to 25 year old would play video games most likely, the result of this survey, however, provides no evidence that these young men would prefer the video games with lifelike graphics. So it is entirely possible that the twenties might prefer the games with fierce graphics and competitive contents. What's more, the arguer fails to consider the market factors, which would influence the sales of video games. Are there some other agents to sell similar video games? And what is the price level people who prefer to this game could accept?
In conclusion, the arguer's claim that sales of Whirlwind video games are likely to increase dramatically in the next few months is groundless. To make this argument more convincing, the arguer should provide clear evidence that these young men would buy Whirlwind video games actually.
[ 本帖最后由 chronicle 于 2007-2-9 15:04 编辑 ] |
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