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147.
"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 a recent survey of the video players could lend the support to the sales increase of w video game. to validate the conclusion ,
the editorial also cites various statistical study to demonstrate the authority of the survey .however ,I find this argument logically unconvincing in several
aspects .
First of all, the editorial observes a correlations ship between the sales decline and the introduction of the new game .yet the correlation alone amounts to
scant evidence of the claimed cause and effect relationship .it is entirely possible that the decline was due to the factors such as poor management or imprudent distribution strategies. even if the fundamental problem is remedied only by the production of this kind of new game .there is also other possibility that
many other large game company has already make such games to pull into the market before w introduction of several lifelike games. As a result , there
is little indication that the sales of w video game would increase in the next few months,let alone dramatically.
Secondly, nor does the mere fact that an extensive advertising campaign directed at young people lends any significant support to the sales increase .
it fails to provide any information about whether the individuals of this age group can afford such video game .it is entirely possible the young people
do not have enough economic ability to buy the kind of entertainment .thus as it stands the survey is statistically unreliable and lends no credible support
to the conclusion.
Finally, even if the age group can manage to pay for the game ,the author also ignores other possible factors that may also lead to the decline in the sales.
the editorial cites video game players should have the most up to date computers for the lifelike graphics in the games. However, we are not informed
how many game players could have such up to date computer .if they can not ,it is obviously that they will not pay for the game .the greater the number ,
the less reliable the survey . thus ,the editorial can not provide credible evidence that this is the case .
In conclusion, the argument is logically flawed and unconvincing as it is .to bolster it he must provide clear evidence that whether other larger companies
have already take actions to the sale of such game. Such evidence might include the followings :the economic ability of the age group in the survey and
whether the young players have the most modern computers as well.
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