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Time 1hour words 592
ARGUMENT147
The editorial in a business magazine concludes that the sales of Whirlwind games will be reversed from its decrease in the past two years ,relying on a recent survey from video game players. To substantiate the conclusion ,the arguer also cites some facts about Whirlwind's action in order to improve its sales. However, careful examination reveal that both the survey and facts cited are problematic by themselves s, and completing little in bolstering arguer's contention.
First of all ,according to the survey, video players' preference on lifelike graphic games, requiring the most up-to-date computers, will not necessarily result a increasing purchasing for Whirlwind, even if it successfully develop more products in lifelike games .And the arguer fail to accounts for other factors that make a game attractive enough to purchasers ,such as, interesting topics ,reasonable price, and innovative picture effects, and so forth. It is entirely possible that lifelike graphic games from Whirlwind are in meaningless plot, thereby still will not be chosen by entertainers, or perhaps , games of this kind need the most up to date computers ,which is too expensive that game players cannot or do not want to pay for, which may impede them turning to other kinds with reasonable equipments ,thereby do nothing to increase Whirlwind's selling.
Even assuming players who like lifelike graphic games are willing and able to buy these products, it is does not necessarily lead increasing profits for Whirlwind. Since the editorial provides no evidence to support that consumers will prefer things of Whirlwind to the same ones in other game companies .Without some special reasons , it is possible that purchasers will buy things in the store they are familiar with, or perhaps customers are attracted by the comparatively low price and buy games from other local markets .Without ruling out these alternatives it is unwarranted to assume Whirlwind's products will be more popular than its competitors'.
Besides ,Whirlwind introduced an extensive adverting campaign directed at 10 to 25 years old people based on the unwarranted assumption that this age span's person are more likely to play video games. It is unfair to rule out person from other span being supporters for graphic games. Common experience tell us games can be appealing to people no matter how old or young they are ,in which fields they are working for, and it is the human nature to pursue fun and stunting experience, which are the very objectives for game programmers when they inventing the plots and processes for their projects, games here, So ignoring other might larger part of market purchasers and only concentrating on 10-25 years old people when introducing the products are not necessarily bring good sales for Whirlwind.
Finally , there are some problems about the ''recent'' survey which suggests that sales trend ''is about to ''be reversed .The author's inference bases on the assumption that the incentives of the past or this moment will also unchanged in the future .Perhaps the players opinion will move on their interests when there are more up to date games are developed, or perhaps when these objects who might be young now changes their enthusiasm for playing games when growing up. Besides , the author also fails to confused the objective group being introduced with new products with the survey group. And it is possible that the survey's objects who are interested in graphic games are older or younger than 10-25 and do not know the information about new products when they are introduced in market ,let alone buy these stuff from Whirlwind.
In conclusion, the author's evidence leads little credible support to the his or her conclusion .To persuade me that the sales of Whirlwind will really increase , the author would need to provide clear evidence that players who prefer lifelike graphic games are willing and able to buy Whirlwind's products and their taste in games will continue in the foreseeing time. |
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