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: 454
TIME: 00:50:37
DATE: 2010/9/17 19:44:46
In the editorial, the author argues that the sales of Whirlwind video games (WVG) are going to increase despite the two years' decline. To support this, the author offers the following evidences: (1) Survey shows that the lifelike graphics games are the new fashion now; (2) WVG have already introduced several such games; (3) WVG have begun an extensive advertising campaign directed at people from 10 to 25. However, after carefully rethinking, I think this argument is unconvincing.
The first problem is that in the editorial, there is nothing that can give us any information about why the sales of WVG have declined over the past 2 years. The author unfairly assumes that by going with the new fashion the company can increase its sales. But it is entirely possible that it is the poor management of WVG that leads the decline. And if it is true, it can not reverse its crisis only with the new games.
Also, another problem lies in the survey. The author obviously overlooks how many people can afford the most up-to-date computers. As we all now, the newest computers are very expensive. So without offering us enough evidences that shows players have already owned or will buy the newest computers, the author can not claim that players are able to play the new games of WVG.
Even if we assume that most players own the newest computers, we can not still be sure that they will buy the products of WVG. The author obvious neglects the competition from other video companies. It is common sense that most companies would like to investigate in the new fashion product market. Without ruling out the possible competition from other video games companies or providing evidences that show WVG can win the competition, the author can not assert that WVG can reverse its sales decline.
As for the advertising, the author fails to take into consideration whether people aged from 10 to 25 will like the new games. There is nothing in this editorial that shows the survey was conducted among people aged from 10 to 25 upon which the advertising is focused on. Perhaps most people who attended the survey are older than 25 while people aged from 10 to 25 do not like the lifelike graphics games.
To sum up, the argument could be better if the author provides more evidences, such as WVG have good management and the main cause of the decline could be reversed by the introduce of the new games; most players have owned the most up-to-date computers and are willing to buy WVG's products; people aged from 10 to 25 enjoy the new fashion of the lifelike graphics games designed by WVG.