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55.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 ten to twenty-five 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." Write a response in which you examine the stated and/or unstated assumptioins of the argument. Be sure to explain how the argument depends on these assumptions and what the implications are for the argument if the assumptions prove unwarranted.
In the argument, the author’s analysis is seemingly logical and convincing, at first glance. However, close scrutiny of the argument reveals that it is full of holes and undemonstrated assumptions. First, the conclusion is based on the assumption that the result of the survey is reliable and valid. In addition, the people ranging from ten to twenty-five years old also prefer such games. Moreover, the argument unfairly assumes that their extensive advertising campaign will be effective. I will discuss each of these facets in turn.
In evaluating the evidence of the survey, one must consider who responded it. If the respondents cannot suffice to reflect the attitude of people ten to twenty-five years old, then the author cannot infer that this age-group might also prefer games that provide lifelike graphics. It is at least likely that the respondents are only adult players who are more demanding on games quality. Or perhaps the respondents may more prefer other games. Unfortunately, the author fails to provide this information. Without this information, the survey cannot lend support to the conclusion that such games will be in demand.
Even assuming that the survey is valid and reliable, the argument still falsely assumes that people who prefer games with lifelike graphics will purchase and play such games; so does the age-group ten to twenty-five years old. Yet it might not be the case. It is entirely possible that lifelike graphics is just one kind of features that players prefer. There are lots of other features that they are equally concerned. For example, the plot of a game and the image quality also play a significant role in persuading them to purchase this game. In short, without considering these alternative factors, the author cannot convincingly conclude that players would buy these kind games.
Even if people ten to twenty-five years old indeed prefer such games, it does not indicate that the extensive advertising campaign will effectively promote their purchase. It is highly possible that so high the prices of such games are that this age group cannot afford it. Moreover, it might be the case that although they can afford them, they do not have up-to-date computers which is necessary for playing such games. Under either scenario, no matter how extensive advertising campaign is, it is impossible to increase sales.
As it stands, the argument is unconvincing because of some essential unfair assumptions. To be more effective, the author would have to provide clear evidence that the survey is valid and reliable and can reflect the attitude of people ten to twenty-five years old. The argument also needs to prove that there is no other features that would affect players purchase decisions and their advertising campaign is effective. In word, if the argument had proved these assumptions mentioned above, it would have been more logically acceptable. |
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