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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."
WORDS: 524 TIME: 00:30:00
In this argument, the author concludes that sales of Whirlwind video games would increase quickly. To justify this conclusion, the author cites the survey among video-game players indicating more preference of lifelike graphics games, the type Whirlwind had just introduced. Moreover, the author claims that such games were accompanied with advertising aimed at people 10 to 25 years old. However, close scrutiny reveals several flaws in it.
To begin with, the author unfairly assumes that the declined sales of Whirlwind video games contributed to the poor design. However, no evidences provided in the passage support it. It is totally possible that the sales of video games had its own fluctuation period and it happened to be in the low pit in the last two years. Or perhaps it still remained at the top-selling list, while sales of other companies even dropped more. Without eliminating or even considering such possibilities, the author could not convince me to accept the assumption that sales of the firm were not well.
Even assuming that the poor design should responsible for the declination of sales, the reliability of the survey cited in the passage still remains to be a question, let alone the promise for increased sales of lifelike graphics games. First, there's no indication of who conducted the survey, how many people were enrolled in the study and whether they could be the representative of the general population. Maybe the research and development department of the firm carried out the study to ensure their strategy in new design. Or perhaps only 10 game players were involved, who were the new players of video games. Secondly, even the study is reliable, no promise could be made that the trend of lifelike graphics games would continue. Commonsense informs us that the popularity of video games is easy to change, maybe the next month people would like to have animation games instead. Either scenario, if true, would serve to undermine author's assumption that those lifelike graphic games would be welcomed in the market.
Furthermore, the author provides no persuasive evidence that people would like to buy the products made by Whirlwind, even if the same games are popular. People would like to consider other factors, such as the price, customer services and future up-date of the product while making their decision to buy the products. Perhaps Whirlwind offers better product but the price is prohibitive, especially for those financial dependent people aged 10 to 25. Until the author completes the analysis, the conclusion that sales of Whirlwind video fames will increase could not be taken seriously.
In sum, the argument is groundless as it stands. To consolidate it, the author should provide more evidence--maybe by polls among people--to show that lifelike games are the best welcomed video games. In addition, the author should eliminate other possible factors that made the sales of Whirlwind decreased so as to assure as that the new game would bring about the possibility of promoted sales records. To better assess the argument, we need to know whether people would like to buy products made by Whirlwind even if it is popular to play lifelike graphic games.
[ 本帖最后由 jennetrj 于 2007-7-3 14:38 编辑 ] |
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