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发表于 2006-7-30 17:43:54
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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."
Time: 39:16 Words: 509
In this argument, the arguer uses the results of a survey, as well as some reasoning, to support the assertion that the sales of Whirlwind video games will increase in the next few months. However, careful scrutiny reveals that this argument is not convincing due to some vague data and questionable reasoning.
At the beginning of the argument, the arguer cites the results of a survey to support it. However, as an important evidence for the argument, the survey actually lends little credit since it lacks some crucial information about it. Who conducts this survey? Are the surveyor and the results trustworthy? How many game players are interviewed? Is the number of interviewee too few? Or does the survey only cover a small and specific group of people? Maybe the arguer just uses some vague data to obscure the reality. Before all these questions above get definite answers, the survey isn't strong enough to support the argument.
Moreover, the arguer uses the example of people 10 to 25 years old to illustrate the prosperous prediction of Whirlwind yet without convincing evidence. Admittedly, the assertion that people 10 to 25 years old are most likely to play video games seems to be plausible. Nonetheless since this argument is an editorial in a business magazine, any assertion should not be made without found evidence but only in the name of commonsense. Such assertion will not help but even weaken the argument. Also, even if this assertion is credible, the group of people 10 to 25 years old is not consistent with people mentioned in the survey above. It is quite possible that this group of people don't regard lifelike graphics as the most significant but something else. In this way, Whirlwind's advertising campaign will be of little use and the arguer isn't able to persuade me to acknowledge the conclusion.
Finally but even more significantly, the arguer partially uses only one aspect -- the most important feature of a video game -- to reach the conclusion that the sales of Whirlwind video games will increase. There exist a great many of elements which will influence the sales of video games. A good video game not only offers splendid visual enjoyment, but gives out perfect sound effect as well. In many cases it is the story and thesis which attract game players besides computer effects. At the same time, it's possible that a video game with excellent computer effect turns out to be unwanted because of its forbidden price which exceeds the reach of most players. In the argument, the arguer fails to consider all the ingredients and thus the rashly-got conclusion is hard to gain credits.
In sum, this argument is an unpersuasive one while the arguer reaches an invalid, or even misleading, conclusion. To better evaluate the argument, the arguer needs to provide more information about the survey. Also, a comprehensive consideration about the price, the quality of graphics and sound, etc. is required and indispensable. Otherwise, I cannot believe that the sales of Whirlwind video games will really increase.
[ 本帖最后由 quickbreeze 于 2006-7-30 17:51 编辑 ] |
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