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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: 470 TIME: 0:30:00 DATE: 2006-4-7
In this argument, the author predicts that the sales of Whirlwind video games will stop declination and increase in the next few months, due to the company's new games that meet the needs and favor of video game players. However, the argument suffers from several apparent flaws.
First of all, the survey, which the author takes as a convincing argument, is problematic. How many people are investigated in the survey? Where are they from? And their age? All these are not disclosed in author's statement. Perhaps the interviewees are almost from a same city, and their answers could not represent players all over the nation. Moreover, if the survey is only based on ideas of game magazine subscribers, similarly it fails to reflect those numerous players who never buy or subscribe such magazines.
Secondly, even if the survey is credible, lifelike graphics is not the only factor that attracts players. The author mentions that the survey asked players what features attract them, so their answers must include many features. According to my experience as a video game player, whether the game is interactive, what's the plot of game, how to control characters or troops in the game, will influence players' assessment of the game. Obviously, only concentrating on a single factor is improper.
What's more, the author unfairly assumes that the advertising campaign directed at people 10 to 25 years old is effective in promoting the sale of Whirlwind games. No evidence suggests that people of such age are mostly likely to play video games. Even if they are really the people who love video games most, it's fully possible that they are not the main consumers. People of such age are mostly students, thus they have to deal with their study and usually their parents don't allow them to spend much time and money on games.
Finally, the author fails to take other influential factors relevant to game sale into consideration. The advertising campaign may be ineffective, thus the consumers pay less attention to those new Whirlwind games than the company wished. Further, the survey mentions that the lifelike graphics require the most up-to-date computers. It can be true that many players still use old computers and these computers could not display the lifelike graphics, thus the new is less attractive to them. Additionally, other rivals may join the competition. Moreover, other kinds of games or entertainment may attract the people. For instance, on-line games are more fashionable today. If the new video games haven't the function of on-line playing, they may suffer a loss.
In conclusion, this is a weak argument. To strengthen it, the details of the survey are necessary. Moreover, the argument may benefit from a scrutiny of the game players. Besides, the author has to take other factors into account, including price, computer condition, etc.
[ 本帖最后由 frankfire 于 2006-4-9 10:52 编辑 ] |
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