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TOPIC: 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: 403 TIME: 00:30:00 DATE: 2007-7-28 21:53:43
Giving a survey and some analyses above, the author conclude that the sales of Whirlwind (W) video games are likely to improve in next few months. This argument seems sound and convictive on the surface, however, a close scrutiny in another angle reveal its flaw.
Primarily, whether the market will increase remains uncertain due to no evidence resorted to. The mere survey that asking video-game players what features they take most in a video game could not guarantee the increase in market, as there's no statistics to indicate the number of game player will increase. Additionally, although W has introduce several lifelike graphics video games, which the game players care most, it could not conduce that they will buy this new games, the most common reason of which maybe the could not afford the up-to-date computers. Without sufficient evidence, the author could not conclude that the market of W will increase.
Next, W's extensive advertising campaign directed at people 10 to 25 years old may be not a wise choice, although they are the age-group most likely to play video games. A high possibility could not be excluded is that this age-group has little freedom to decide the money. Perhaps their parents will not buy these games for them, with the reason games will be harmful to the study results, and they have enough video games to play now. Lack of information of this group's situation, we could not judge the argument recklessly.
Finally, as W suffers from decline in video games for two years, the reason for this decline maybe complex. Since no evidence, the author could not refute that maybe in these two years we always introduce these lifelike graphics games, but sales still low down. And even if the reason of the decline is that W lack of these games, we could not deduce it will make increasing sales, as no evidence of the market. Maybe some other companies have held the market, and for W, if not amazing games and advertising, it won't compete with those companies. All these possibilities should be taken into consideration before concluding.
In sum, this argument ignores some fundamental factors involving in the sales decline, and insufficient evidence offered to the increase in sales. For an increase of sales, the author should deep into the number of players and potential players, the information of players’ age-group, and more information about the competitor needed too. |
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