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TOPIC: ARGUMENT 147 - 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."
Before concluding that the sales of Whirlwind video games are likely to increase dramatically in the next few months, the evidence given in the argument should be examined from several other angles. Although the editor provided some evidence to support the assertion, however, the editor who has given the conclusion without examining any other factors which may have affected the conclusion.
To begin with, the editor fails to provide any evidence to point out the reliability of the survey. Common sense tells us that a small percent or interested sample cannot reflect the preference of the whole players. It is quite possible that many video-game players didn't want to give their opinion in the survey in that this is the privacy of them. In fact, even if they inclined to give out some suggestions, it is also possible that they had no idea about the survey because nobody told them anything about the survey.
Moreover, even assuming the result of the survey is convincing, however, the editor fails to provide more specific information and statistic to substantiate the assumption that players will purchase the video-games which provide lifelike graphics. Lacking such evidence, the conclusion cannot render it convincing. There is no direct relationship between one's preference and one's purchase; actually, there were many other factors such as the price of the commodity, the quality, the brand and etc. People would consider much before they make purchase decisions. Unless the editor can provide evidence to ruling out these or other factors, I cannot convince what the editor assumes.
Furthermore, even assuming players consider the lifelike graphics as an important factor when they are selecting the video-games. Yet the measure that Whirlwind Company introduced the extensive advertising campaign directed at people 10 to 25 years old seems ineffective. As we know, the main strength of the consumers are people over the 25 years old, though the teenagers like the product very much, the limited money in their pockets would restrict their consuming. In addition, the lifelike graphics videogames require the most up-to-date computers which cost a mount of money at the same time. Without considering these factors that can affect the sales of the video games, the editor’s conclusion is unconvincing as it stands.
Last but not the least, though money is sufficient for teenagers purchasing the video games, no evidence is offered to assure that these consumers will choose Whirlwind video games as their fist-choice, let alone the sales of Whirlwind video games are likely to increase dramatically in the next few months. It is entirely possible that other companies’ product is much better than Whirlwind Company in some specific aspects such as the price, the game’s plot, the low requirement for the computer. Without taking account for the other companies’ competition, the editor’s conclusion is unpersuasive.
In sum, to support the conclusion, the editor should provide evidence to assure the reliability of the survey; he/she should also assure that the preference of players about lifelike graphics can result in the consuming of video games. In addition, the main audience of advertising campaign should have enough money to buy video games. Moreover, Whirlwind Video Games Company is sufficiently competitive to attract a multitude of consumers to purchase its product.
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