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In this argument, the arguer claims that Whirlwind has just introduced several lifelike graphics video games to the ten to twenty five years old (the age-group most likely to play video games), then the sales of Whirlwind video games are likely to increase dramatically in the next few months. To justify his conclusion, the arguer cites a survey and indicates that the lifelike graphics is most important to the video game players. Careful analysis reveals, however, that this argument is unconvincing.
To begin with, the arguer provides no evidence that the survey is statistically reliable. Are the survey's respondents representative enough to reflect the general attitude of the video game players? Lacking this evidence, it is entirely possible that the people who prefer the lifelike graphics are more willing to respond the survey. Perhaps most of the game players cannot afford the up-to-date computers, and then they don not regard the lifelike graphics as the most important factor at all. Therefore, the arguer cannot rely on the survey to conclude that the lifelike graphics video game can be widely accepted.
In addition, the arguer unfairly assumes that the ten to twenty five years old people could really purchase the lifelike graphics video game. We find no evidence show that the respondents of the survey mentioned in the argument are ten to twenty five years old. Even if such age people would like the lifelike graphics video game, it is entirely possible that they do not have the economic ability to purchase the game; it is also possible that they cannot draw out time from their study duty to play any game; and it is equally possible that they are prohibited from playing game by their parents at all. Without ruling out all these possible scenarios, the arguer cannot reasonably conclude that these young players would be the major consumers of such video game, let alone the dramatic increase of the sales
Before I come into my conclusion, some other flaws must be pointed out which can weaken the argument. First, other factors that can affect the quality of the video game are overlooked by the arguer such as: the story line, the back music, the character design, and so forth. Without the good effect in all these aspects, only with the lifelike graphics, Whirlwind might be not able to overwhelm its competitors. Second, it is entirely possible that the market of such video game might have been dominated by some large game companies, and Whirlwind will hardly sell out its products.
To sum up, from what discussed above, the evidence cited in the argument, does not lend strong support to the arguer's conclusion. It is necessary to the arguer to rule out all above mentioned possibilities before we could better evaluate the argument. |
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