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."
The arguer declares that the decline of the sales of Whirlwind video games in the last two years is about to be reversed. To support the argument, the author cites results of a survey that illustrate video-game players prefer lifelike graphics. Combining the result of the survey with the fact that Whirlwind has just introduced several such games with an extensive advertising campaign directed at people 10 to 25 years old, the author reached the conclusion that the sales of Whirlwind video games are likely to increase dramatically in the next few months. The arguer commits a series of flaws, which greatly undermine the credibility of the argument.
First, the arguer failed to analyze the reason why the sales of Whirlwind video games have declined over the past years. There can be a variety of factors that may exert their influences on the sale of the video games. Without information about factors such as general social economical conditions, market competition, purchasing power of the customers, it is difficult for us to know what has caused the decline of the sales of videogames over the last two years and whether the company’s effort of introducing new games would be able to reverse the trend.
Second, without enough information about other aspects of the game such as context and characters, it is difficult for us to conclude that the game would be popular among people 10 to 25 years old. It is highly possible although such games provide lifelike pictures, feature that players like most, the possible disadvantages of the game such as stale plot, unengaging characters greatly weakens the interest of the players. The possibility may also exist that videogames provided by Whirlwind already provided satisfying pictures for the players, and if so the effort to attract players with such lifelike pictures may probably fail.
Third, even if the advertising campaign succeeded in attracting the attention of people 10 to 25 years old, there is no evidence that these people would become the natural customers of the new videogames. Without the general information about the purchase power of these people, no conclusion can be easily drawn that these people provide a considerable market for the new games. Since playing such games requires the most up-to-date computers, it is highly possible that these people who are relatively young cannot afford the high cost of computers as well as the video games.
To sum up, the arguer’s lacks credibility due to lack of certain evidence. To strengthen the argument, the author should provide more information and thorough analysis about the reason that caused the sales decline of Whirlwind over the last two years. To better evaluate the argument, we need more general information about other aspects of the video game and the purchase power of people 10 to 25 years old.
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."
The arguer declares that the decline of the sales of Whirlwind video games in the last two years is about to be reversed. To support the argument, the author cites results of a survey that illustrate video-game players prefer lifelike graphics. Combining the result of the survey with the fact that Whirlwind has just introduced several such games with an extensive advertising campaign directed at people 10 to 25 years old, the author reached the conclusion that the sales of Whirlwind video games are likely to increase dramatically in the next few months. The arguer commits a series of flaws, which greatly undermine the credibility of the argument.
First, the arguer failed to analyze the reason why the sales of Whirlwind video games have declined over the past years. There can be a variety of factors that may exert their influences on the sale of the video games. Without information about factors such as general social economical conditions, market competition, purchasing power of the customers, it is difficult for us to know what has caused the decline of the sales of videogames over the last two years and whether the company’s effort of introducing new games would be able to reverse the trend.
Secondly, without enough information about other aspects of the game such as context and characters, it is difficult for us to conclude that the game would be popular among people 10 to 25 years old. It is highly possible although such games provide lifelike pictures, feature that players like most, the possible disadvantages of the game such as stale plot, unengaging characters greatly weakens the interest of the players. The possibility may also exist that videogames provided by Whirlwind already provided satisfying pictures for the players, and if so the effort to attract players with such lifelike pictures may probably fail.
Thirdly, even if the advertising campaign succeeded in attracting the attention of people 10 to 25 years old, there is no evidence that these people would become the natural customers of the new videogames. Without the general information about the purchase power of these people, no conclusion can be easily drawn that these people provide a considerable market for the new games. Since playing such games requires the most up-to-date computers, it is highly possible that these people who are relatively young cannot afford the high cost of computers as well as the video games.
To sum up, the arguer’s lacks credibility due to lack of certain evidence. To strengthen the argument, the author should provide more information and thorough analysis about the reason that caused the sales decline of Whirlwind over the last two years. To better evaluate the argument, we need more general information about other aspects of the video game and the purchase power of people 10 to 25 years old.
应该说没有什么大的毛病,倒数第二段中第二次提到purchase power稍显重复,当然了,这也不算什么大问题,段首的序数词要注意,这个地方不能错,今天才给你看,真的不好意思。