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[a习作temp] ARGUE 147 高频的游戏类 互拍哦!! [复制链接]

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发表于 2005-8-7 23:08:00 |只看该作者 |倒序浏览
147The following appeared in an editorial in a business magazine.
ARGUE 147
"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

To start with, the arguer provides a survey to prove that Whirlwind has introduced several games provided lifelike graphics which video-game players prefer. In addition, the author recommends that their advertisement should directed at people 10 to 25 because they most likely to play video games. Then the author reaches the conclusion that the sales of Whirlwind video games are likely to increase dramatically in the next few months. The statement is well-presented, but further reflection reveals that it suffers from several logic flaws.
To begin with, the argument fails to find the real reason why the sales of Whirlwind video games have declined over the past two years. There are lots of reasons could induce the sales decline, such as poor service, high prices too high for player to buy, or the economic depression in society. Without finding out the real reasons for the declination of sales, those new games may be difficult to get success in the market.

Moreover, the statement commits a fallacy of unwarranted assumption that those new introduced games will automatically lead to increase the sales of Whirlwind. The survey does not tell us those respondents ages. If all the respondents are aged above 25, then the advisement which are focused on youth who are between 10 ten 25 will have no any effect. In addition, what players like most do not indicate to they most likely to buy those games. Maybe those games introduced by Whirlwind are too difficult for them to play or they do not like the roles in games. Maybe they have not enough money to buy up-to computer to play those video games. Without ruling out such possibilities, the conclusion that the sales will be increased is suspicious to us.

Finally, the author commits a fallacy of unwarranted assumption that the sales of Whirlwind will dramatically improved in short period. If lots of such games have already been put on the market, then there is no guarantee to the sales’ increase of Whirlwind. If it is busy time such as a terminal of semester to lots of students and they have no time to play video games because of preparing their final exams, then the goal of improving sales dramatically cannot come into truth.

In conclusion, the argument gives merely scratches the surface of the possibility of the sales' increase, much more work is need by further proved the amount of customers and their potential purchase ability. Furthermore, it could be further improved by investigating the other competitor in this video games area.
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