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Research shows that people aged 30-50 yrs are more inclined to buy computer and video games as compared to youngsters or children, who are widely perceived to be much fonder of such entertainment media. The popular belief about the youngsters and children must be, therefore, discarded.
The argument presented above suffers from the major fallacy of
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failing to differentiate between a buyer and an end-user
💡 Explanation:
The discrepancy can be explained only in terms of a distinction between a buyer and an end-user. Every buyer of a commodity is definitely not its end- user. Adults, perhaps parents, might be buying these for their children.