The author claims that the sales of Whirlwind video games are likely to increase dramatically in the next few months, for the reason that Whirlwind video games has just introduced several games which do well in providing excellent lifelike graphics which are proved to the most important factor in a video game by a recent survey. Moreover, Whirlwind video games have provided an extensive advertising campaign directed at people 10 to 25 years who are most likely to play video games. Careful examining of these supporting evidences, however, they lend little credible support to the author's assertion.
First, the authority of the survey is doubtable. For one thing, we do not know how many players have participated in this survey. The conclusion of the survey may not reflect the overall selection if there are not sufficient responder. For anther thing, we do not know whether the survey offers enough other alternatives but lifelike graphics. It is entirely possible for participators to give other answers if given such alternatives as sound, plot and so on when asked which were most important in a video game. For these tow matters, the author's claim that lifelike graphics are most important is untenable, let alone the sales of Whirlwind video games would increase.
Secondly, even if lifelike graphics are as important as the author describe in a video game, there are still no adequate evidence to support the author's claim. Although Whirlwind has just introduce several games which are excellent in providing lifelike graphics and done a wonderful advertisement for them, it is possible for other video games companies to have introduced many more vivid and competitive games during the same period. As a result, the attractive advertisement does not necessarily bring the increment of the sales of Whirlwind video games.
Finally, while players who are at 10 to 25 years old are most likely to play video games, they are not most likely to be able to buy the video because they are not the richest age group. For this reason, the advertisement directed at people 10 to 25 years may do nothing to attribute to make the game popular and promote the sale of them.
In sum, the author's assertion relies on certain doubtful assumptions that render it unconvincing as it stands. To bolster it, the author must provide clearer evidence on a regular basis. Such evidence might include the following: how many people participate the survey and how the survey had been done; whether more competitive games emerged at the same time; and the purchase ability of 10 to 25 years old player.