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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: 368 TIME: 上午 12:29:08 DATE: 2006-10-24
The arguer cites that the sals of Whirlwind video games would increase dramatically , because Whirlwind advertises forward to people 10 to 25 years old to introduce their several new life-like games which satisfy the requirement of players surveyed recently. However,as I observe,the arguer fails to supply convincing evidence to support this view, even and leaves several flaws logically.
First of all, the arguer fails to rule out the reason resulting in the declining sals of Whirlwind,so we can not ensure that the life-like video games could increase the sales of Whirlwind. We can assume that the declining sales maybe result from inefficient management of Whirlwind.Perhaps it showed false economy data to government,causing the reducing of reputation in society, so as to effect the sales of games.
Secondly, the valiality of the survey is open to doubt.Without kowning how the survey conducted, who participate this survey,and who respond back, we can not to convince the result of this survey. The surveyors maybe proceed in a phone-interview,and interviewers fundamentally were old people or children.Or perhaps they just randomly choose some people in the survey,not to aim to the main group of player;Even or they carry out mail-survey,but only a few people respond back.
Moreover, there are several major factors contribute to the increasing sales rather than produce life-like video games,for instance,producing new popular type of video games, raising its reputation in society by advertising company,and exploring additions relating with games produced in Whirlwind,all of which are ignored by the arguer.
Furthermore, the arguer fails to supply any evidence to prove that people age in 10 to 25 years old are the major group of game player. The responders of the survey maybe are all the middle-age people, and they really emphasis on the quality of screen,certainly, they can affort for the modern computer, but for young people, on one hand, they have no money to buy the expensive up-to-date computers, on the other hand, no evidence shows that they participated survey,so perhaps life-like video game is not their emphasis on the games. Maybe, they are desired to own high-speed vides games or more stimulative games, and so on.
In sum,before the arguer rules out convincing evidence to ensure the main group of players really like life-like games, we can not believe that the new game explored by Whirlwind could increase the sales of games. |
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