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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 this argument, the editorial gets the conclusion that the sales of Whirlwind video games are likely to increase dramatically in the next few months. To support the conclusion ,the arguers cites that according to the recent survey that video-game player prefer games that provide life graphic which require the most up-to-date computers.And Whirlwind has just introduced several such games. Also the arguer points out that the company made a advertising campaign directed at people at people at 10 to 25years old who are most likely to play video games.However,the argument relies on a series of unsubstantiated assumptions,which render it unconvincing as it stands.
First of all,the editorial fairly assumes that video-game players will prefer to play the games which were designed by the Whirlwind company.Alough according the survey the video player prefer games that provide life graphic which were the same characters produced by the Whirlwind company,the arguer provides no evidence that the survey’s respondents are representative of over all group of people who are prefer the life graphic games.Lacking such evidence,it is possible that people incline to play other kinds of games were unwilling to respond survey than other people who incline to play life graphic games.In short,without better evidence that the survey is statistically reliable the arguer cannot get the conclusion about people will prefer to play the games produced by Whirlwind company.
Moreover,the arguer overlook the factors that which contributes to the sales of videos. Definitely,life graphics is attractive to the video-players,but it is not the only factors to promote the sale of games.The content, the inner thought ,and advanced technology utilized in the games may also influence the players’ opinion to buy a video-game. If the video-games produced by the Whirlwind is only life graphic,it is quite possible that the players will not purchase the games.In addition,the arguer mentions that people at 10 to 25years old who are most likely to play video-games.However the arguer provide any evidence that people at that age are most likely to play video-games,perhaps people at other ages prefer to play video-games rather than people at 10 to 25years old.
Finally,the arguer mentioned that the game require the most up-to-date computer.It is quite possible that not everyone owns this kind of computer..In spite of people at 10 to 25 years old like these games,if they donnot own a up-to-date computers,to purchase the games is useless.
In sum,the arguer’s conclusion is not credible.To make the conclusion convicing, the argurer need to provide clear statistical evidence that people prefer to play the video-games designed by Whirlwood company and other characteristics of the games ,finally the arguer needs more information about the peope who are most likely to play the video-games. |
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