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11号棉花糖 ARGUMENT147
2008-03-08
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http://gotta.blogbus.com/logs/16658001.html
题目:ARGUMENT 147 - 字数:573 用时:0:58:38 日期:2008-3-8
In this editorial the arguer alleges that the sales of Whirlwind video games is about to increase dramatically. To support the conclusion, the editorial cites a survey whose result shows that game with lifelike graphic is better preferred, thus the action Whirlwind took to introduce such games will succeed. However close scrutiny to these arguments reveals that the conclusion is problematical as it stands. To begin with, it should be queried that whether the respondents of the survey are representative enough. Detailed information such as their occupations, their age, or their sex have not been referred in the argument. Lacking such data, it can hardly convince me that the result of the survey is truly effective. It is entirely possible that the respondents who are considered as game players in fact do not have much time to play the video game and thus they have played such game most. Another possibility is that those who favoured game with lifelike graphic are more willing to answer the question. Accordingly, whether the kind of game Whirlwind is introducing to the players will be chosen remains uncertain. In addition, common sense tells us that the consumers always buy products not only have one outstanding merit, since the quality of products is decided on many facets. Of course a game with lifelike graphic is attractive, yet such a game with dull story and low manipulability still cannot be accepted by people. A prominent game required not only lifelike graphic, but also excellent manipulability, amazing story, even also unforgettable background music. The arguer should informed us other factors that might influence the consumers of their games before my jumping to the conclusion that their products will be welcomed. Another flaw of this argument must be pointed out is that the advertising toward the age-group of 10-25 might not bring Whirlwind any profit for the reason that whether this age-group are most likely to play video game have not been proved in this Argument. Perhaps it is not the case but other age-group that preferred to play video games. Moreover, the survey cited in the argument was not responded by this age-group, who are the target of this sales project, and we can not rule out the possibility that people of this age-group attach to importance to other factors of video games such as the price, the difficulty, and so forth. Even if the possibility mentioned above can be ruled out, an up-to-date computer needed to play such game is hard to chase for people of this age-group, for they are all youths or even children who cannot afford such a luxury. Finally, the arguer overlooks the same kind of products of other video game companies. If the games with lifelike graphic are so popular that can increased the sales of themselves dramatically in a few months, the opponents of Whirlwind must have realized this situation as well, various games of this kind will appeared at that time, and the products of Whirlwind may failed in such a cruel business battle. After all, the consumers have their freedom to choose. In short, no conclusion about whether Whirlwind will gain profit in the next few months can be made when lacking the detailed information about the other factors of Whirlwind's productions, and the situation of the video game market. And the arguer also should provide other strong evidences to prove the age-group of 10-25 are willing to buy such games.
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