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147The 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 an editorial in a business magazine, the arguer advocates that the sales of Whirlwind video games are likely to increase dramatically in the next few months, although the sales have declined over the past two years. This conclusion is mostly based on a survey of video-games players. Meanwhile, another fact and evidence, an extensive advertising campaign has just be introduced by Whirlwind is cited for his assumption. Nevertheless, this piece of article suffers from several critical fallacies.
The major problem with this argument is that the survey is groundless to lend strong support to its conclusion. There is no information and evidence available to prove that whether or not the responds of this survey could represent the whole of local people. Age, gender, income and education background and so on, these factors are not provided in this argument which is not sufficient to validate the assumption that lifelike graphics are most important in a video game. Different kind of people possesses dissimilar taste in video games. The example cited, while suggestive of this trend, is insufficient to warrant their truth because there is no reason to believe that the data drawn from the survey is representative of all fans of video games.
Another flaw that weakens his conclusion is that there is a non-casual relationship, which is false, between advertising campaign directed at people 10 to 25 years old and the sales would increase dramatically in the next few months. It is presumptuous to judge the sales would increase in accordance with the advertising campaign, especially focus on the age between 10 and 25 years old.
Nowadays, consumers could not be prompted just by advertisement easily, while there are similar products advertisements. Even, some of them would show a rejected temptation to the boring advertisements. Therefore, it is not said that advertisements would lead to sales promotion in all cases. They compare and possess clear idea about them before make the final decisions. So, not certainly, this campaign will bring a direct boosting.
In addition, although the 10 to 25 age-group most likely play video games, since most of them are still students or new employees who do not own large quantity of money to purchase their favorites. Thus, even if the advertising campaign succeeds, whether or not the sales could rocket is unwarranted.
Last but not the least, the content of survey tells us that players prefer games that provide lifelike graphics, which require the most up-to-date computers. I cannot be convinced since the lacking linking between the favourite factor and up-to-date computers. If the fans’ computers are not up-to-date, they even cannot enjoy this game, which would be destructive to its selling.
To sum up, the conclusion lacks credibility because the survey cited in the analysis does not lend strong support to what the arguer maintains. In order to make its article ground and supportive, more detail evidence and information should be provided. To better evaluate the argument, we would need more facts regarding the influence of this successful advertisement campaign to the potential buyer. |
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