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发表于 2007-5-27 11:00:29
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Argument 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."
Word: 509 Time: Unknown, more than 1hr
The above argument claiming that video games of Whirlwind (W) will boost dramatically is not cogent with no sound or persuasive ratiocination suggesting the sales trend. The survey cited doesn’t indicate the superior of their games in the market; neither did they mention the effectiveness of the advertisement as illustrated as bellow.
First of all, whether video games of W are competitive in the market is open to doubt, let alone their popularity among players. Myriads of variables take account the players’ consideration about one video game in addition to its graphic effect, such as the price, the quality, the inner story, the user-friendly design and the customer service, etc. Without detail information about these factors of W, or the conditions of other video game companies, hardly can we predict customers’ interests in W’s products. It is also possible that the W’s video games are not compatible with other games which exclude numerous players. If certain companies have products with similar or even better lifelike graphics with easily access network world-wide users to play online together, their video games are absolutely more attractive than W’s. The development of video game market or whether new fashion would come to distract players should be also taken into consideration.
Secondly, even if we concede that the video games of W are already the most excellent ones, their sales may not increase accordingly with the extensive advertisement. The effectiveness of the advertisement is suspected. No detail strategies of the advertisement is provided such as the format of the advertising campaign, is it on TV or on the advertising board on the street? If it is on TV, when and what channels it is shown, who are the main audience of these advertisement? If it is on the advertising board, what is the location, how many people would see the advertisement, among those viewers, how many of them are target players or buyers? Even assuming the advertisement campaign is successful and does draw attention from most players, the pre-requests of the most up-to-date computers might vacillate players’ decision. Even with the wide spread usage of up-to-date computers, we cannot ensure the target players are financially competent to place their order other than asking support from their parents who might not familiar with the product or strongly against the video games.
Moreover, without knowing the reasons of the sales decline of W in the past two years, the market acceptance and users’ confidence in products from W is uncertain. The foremost mission for W is to find the reason lagging their sale. As an old Chinese saying goes, once bitten by a snake, people will be afraid of getting near to anything looks like snake for a decade. Only after their rectification of flaws or disadvantages in their system, can players investigate more in their company’s products.
To conclude, the above argument lacks credibility and is not well reasoned as it stands. Only when provided the improvement plan, detail questionnaire about users’ concern, and the advertisement arrangement, can we make prospect about W’s sale trend. |
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