"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 assumptions 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
The author of the argument avers that due to introduction of several new games with life-like graphics the sales of Whirlwind video games should skyrocket. This statement is buttressed by evidence which is connected with the conclusion by several assumptions which ought to be carefully scrutinized in order to give a comprehensive estimation of the soundness of the argument.
The first evidence which is used by the originator is the results of the survey of video-game players. These gamers have claimed that they value the most games which provide life-like graphics. However, may the findings of the survey be used for bolstering the author's conclusion? Probably the people who were interviewed in this research do not belong to the target group of Whirlwind video games. Consequently, if these players do not represent the customers of Whirlwind, the results of the study are useless for predicting company's success.
The second evidence which is given to us is that the company is going to introduce several games with life-like graphics. The introduction of them will be heavily supported by advertising campaign which is aimed at people from ten to twenty five years old. The author predicts that it will be a triumph for the company. However, this belief is not supported properly. The author tends to use the recent research to buttress this claim but as we have demonstrated above he has failed to prove that extrapolation of the results are reasonable; therefore the likeliness exists that actual customers of Whirlwind's games prefer other characteristics of computer games. Moreover, we know that the target group of the company has age from 10 to 25. The people who belong to this age span usually lack money or heavily depend on parents' financial support. This is an important factor in particular because the development of such games has probably required significant investments and thus the cost of the games may increase dramatically. Additionally to it, the usage of these games require from a player to have an up-to-date computer which costs a large amount of money which people, who belong to the group at which the advertising campaign aimed, perhaps do not have.
Finally, the argument states that the games' introduction will lead to inescapable increase of the company's proceeds; however, as we have just displayed, these new games may not satisfy the desires of the potential buyers and moreover, even if they do so, purchasers may not be able to buy them or do not have needed equipment to play them. As a result, the predicted increase is not warranted.
What is more, the author predicts that two years decline will be easily corrected by an introduction of new products. However, does absence of these games lead to the disastrous situation of the company? Perhaps, other problems such as ineffective management or bad investments cause the current problems and the intro of the new games with life-like graphics will not automatically solve the company’s of the problems.
In conclusion, the argument asserts that the introduction of new products will reverse the current trend and will lead to the improvement of financial situation of the company; unfortunately, he or she does not manage to create a solid support for this conclusion.
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Comments
Hello. I need your help with
Hello. I need your help with this argument. It seems to be simple one but unfortunately, despite all my work, I cannot still get how should I critique it.
Is it correct to ask about such requests via comments? I do it because I ask about this particular essay.
let's analyze structure and argue accordingly.
1) 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 author assumes that two-years decline is caused by absence of video-games with lifelike graphics, perhaps clumsy management or unwise financial policy lead to this mournful result.
2) 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.
//The results of this research may not represent the purchasers of whirlwind.
2.1) Please say how can I support this idea? I tried to say that they belong to group from 25 to 50 or that they prefer these games but actually play in other. I know that these explanations insufficient but merely do not know how can I support the idea properly.
3) 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. //perhaps these categories of buyers are insolvent and thus cannot purchase these games or expensive equipment for them, I know that some writer assert that rival company may have similar product but I am afraid that it may be out of scope.
3.1) how can I find out when such aberrations are allowed?
It follows, then, that the sales of Whirlwind video games are likely to increase dramatically in the next few months.
//Perhaps the sales will not increase in a short period of time due to reasons which were said above.//
Am I argue correctly?
Thank you.
2.1)
2.1)
'with an extensive advertising campaign directed at people ten to twenty-five years old...', maybe they already have same extensive advertising campaigns before, but didn't work
3.1)
Yes, you can say rival company may have similar products. it is related to products. you don't say something like: maybe the company will experience power off. 'power off' may happen for other company too.
argument 1 -- OK
argument 2 -- this is duplicated to argument 1:
However, this belief is not supported properly. The author tends to use the recent research to buttress this claim but as we have demonstrated above he has failed to prove that extrapolation of the results are reasonable; therefore the likeliness exists that actual customers of Whirlwind's games prefer other characteristics of computer games.
this is wordy:
Moreover, we know that the target group of the company has age from 10 to 25. The people who belong to this age span usually lack money or heavily depend on parents' financial support. This is an important factor in particular because the development of such games has probably required significant investments and thus the cost of the games may increase dramatically. Additionally to it, the usage of these games require from a player to have an up-to-date computer which costs a large amount of money which people, who belong to the group at which the advertising campaign aimed, perhaps do not have.
argument 3 -- not OK
argument 4 -- OK
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Attribute Value Ideal
Score: 3.5 out of 6
Category: Satisfactory Excellent
No. of Grammatical Errors: 0 2
No. of Spelling Errors: 0 2
No. of Sentences: 22 15
No. of Words: 537 350
No. of Characters: 2690 1500
No. of Different Words: 232 200
Fourth Root of Number of Words: 4.814 4.7
Average Word Length: 5.009 4.6
Word Length SD: 2.833 2.4
No. of Words greater than 5 chars: 191 100
No. of Words greater than 6 chars: 155 80
No. of Words greater than 7 chars: 114 40
No. of Words greater than 8 chars: 77 20
Use of Passive Voice (%): 0 0
Avg. Sentence Length: 24.409 21.0
Sentence Length SD: 12.957 7.5
Use of Discourse Markers (%): 0.636 0.12
Sentence-Text Coherence: 0.324 0.35
Sentence-Para Coherence: 0.524 0.50
Sentence-Sentence Coherence: 0.12 0.07
Number of Paragraphs: 6 5