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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."
In this analysis, the arguer claims that the sales of Whirlwind video games will ascent in the next months. To substantiate this conclusion, the arguer cites that a survey suggests that players would be more interested in lifelike graphic games requiring most up-to-date computers. In addition, the arguer assumes that, as a result of advertisements, plyers, 10 to 25 years old, will play the games which are explored by Whirlwind video. Ultimately, the arguer make further conclusion that the sales will increase. This argument is unconvincing for several critical flaws.
First of all, the argument is based on a survey without necessary information. The arguer does not describe the acceptors of this survey. If the acceptors are majored in Computer Science, obviously, they tend to play games which depend on most up-to-date computers. Then if the survey is just organized in some cities, in which people's income are higher than those in other areas, it cannot illustrate the whole conditions of areas else. So the survey lack of necessary details.
In addition, the arguer commits a false analogy. He/she claims that with advertising, more people 10 to 25 will likely play such games. However, there are many aspects which are able to influence players’ games choices, besides numerous advertisements. For example, females and males will choose different kinds of games. Maybe advertisements of games produced by Whirlwind can draw male players' attention, but female players might dislike them. What is more, different religions may also influence the game choices. Because of religious forbidden, some persons will avoid games although they are interested in them.
Finally, the arguer commits a fallacy of hasty generalization. Even if the players 10 to 25 are likely to play these games, it is not persuasive that they will buy them. Common sense tells us, when we cannot afford our favorites, we, surely, will not buy them. And players aged from 10 to 25 are mostly students without much income, so they should not increase the sales of those games from Whirlwind.
限时导致没写结尾,大家看看主题部分吧^_^ |
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