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argument 147
date:08-03-07
147The 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."
The editorial assumes that the sales of Whirlwind video games are about to increase dramatically in a few months, for the reason that Whirlwind has introduced games of lifelike graphics with an extensive advertising campaign directed at people 10 to 25 years old. The assertion relys on a survey that most video-game players prefer games that provide lifelike graphics. In my observation, the argument is specious in three respects.
First, the author provides insufficient proof to ensure that the recent survey is reliable. Moreover, the argument does not point out the age of the descendants, while the advertisement directed at people 10 to 25 years old. Perhaps, the respondent were not in the range of 10 to 25 years, then the conclusion of the survey do not suit to the Whirlwind's project. Hence, Whirlwind's project may not play a role in reversing the fact that the sales of Whirlwind video games have declined over the past two years.
Secondly, the author overlooks the payment capability of the young aged from 10 to 25. Although the young tend to like the games of lifelike graphics and pay for them, how could afford the price of them which require the most up-to-date computers. If the price is so low that most of the children can afford by their pocket money, and if so, I have to concede the argument. Yet, it is not the case. The advertisement designed for the young with age of 10 to 25 is ineffective and inconclusive.
Finally, a compelling reason that supports my opinion is that the editorial failed to tell us why the sales of Whirlwind video games have declined more over past two years. Perhaps, the quality of the production of Whirlwind is not good enough comparing with the same kind production of other firms. Or perhaps new production has replaced the video games. It follows that the decline of sales of video games. Without clear evidence, I cannot concede the assumption that the advertising and new games are likely to reverse the case.
In sum, on balance in my view, the argument is fundamentally fallacious. To strength it, the author should point out the convincing evidences that the reason why the sales of Whirlwind video games have decreased over two years, and that the age range of the descendants, and also that the young can afford them.
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