In this editorial, the arguer concludes that as the increasing sales of the video games Whirlwind to the youth, the profits of the company must increase consequently. To support the conclusion, the author provides a survey conducted among the video-game players. I find this argument problematic in several reasons.
First, the author gives no evidence to show that the sample is representative and the number of the respondents is sufficient to stand for the total number. It is possible that the respondents of the survey are those who have the higher demand of the graphics while others value other factors of the game such as the background music, the content of the story, and so forth.
Furthermore, even assuming the survey is representative of the whole player trend, there is no evidence to indicate that the major players are people 10 to 25. It is entirely possible that the major players are people older than 25 who have already worked and plenty time and money to play the game regarding of the high invest on the up-to-date computer mentioned in this editorial. 10 to 25 years old people, most students probably, are likely just to play the game occasionally but not buy it considering their parents may be against to this time and money-wasting consumption.
Finally, the factors that may influence on the sales of the Whirlwind video games are many aside from the games quality. The author fails to rule out the possibility that there may exist other kinds of games which are more suitable to most of the players because these games provide a better quality and cheaper price. Or perhaps the advertisement is not so appealing that it dose not impress the players at all. Without ruling out these possibilities, the author cannot demonstrate the assumption that the sales of the video games are likely to increase.
To sum up, the argument is wholly indefensible as it stands. To better assess its value, the author must provide strong evidence that the survey is representative and the 10 to 25 people are the major players and that this game is competitive to other similar games.
In this editorial, the arguer concludes that as the increasing sales of the video games Whirlwind to the youth, the profits of the company must increase consequently. To support the conclusion, the author provides a survey conducted among the video-game players. I find this argument problematic in several reasons.
First, the author gives no evidence to show that the sample is representative and the number of the respondents is sufficient to stand for the total number. It is possible that the respondents of the survey are those who have the higher demand of the graphics while others value other factors of the game such as the background music, the content of the story, and so forth.
Furthermore, even assuming the survey is representative of the whole player trend, there is no evidence to indicate that the major players are people 10 to 25. It is entirely possible that the major players are people older than 25 who have already worked and plenty time and money to play the game regarding of the high invest on the up-to-date computer mentioned in this editorial. 10 to 25 years old people, most students probably, are likely just to play the game occasionally but not buy it considering their parents may be against to this time and money-wasting consumption.
Finally, the factors that may influence on the sales of the Whirlwind video games are many aside from the games quality. The author fails to rule out the possibility that there may exist other kinds of games which are more suitable to most of the players because these games provide a better quality and cheaper price. Or perhaps the advertisement is not so appealing that it dose not impress the players at all. Without ruling out these possibilities, the author cannot demonstrate the assumption that the sales of the video games are likely to increase.
To sum up, the argument is wholly indefensible as it stands. To better assess its value, the author must provide strong evidence that the survey is representative and the 10 to 25 people are the major players and that this game is competitive to other similar games.
小结:感觉你们的A都没什么问题了。只有学习学习了。作者: linshao 时间: 2007-7-27 00:16:46
In this editorial, the arguer concludes that as the increasing sales of the video games Whirlwind to the youth, the profits of the company must increase consequently. To support the conclusion, the author provides a survey conducted among the video-game players. I find this argument problematic in several reasons.
First, the author gives no evidence to show that the sample is representative and the number of the respondents is sufficient to stand for the total number. It is possible that the respondents of the survey are those who have the higher demand of the graphics while others value other factors of the game such as the background music, the content of the story, and so forth.
Furthermore, even assuming the survey is representative of the whole player trend, there is no evidence to indicate that the major players are people 10 to 25. It is entirely possible that the major players are people older than 25 who have already worked and plenty time and money to play the game regarding of the high invest on the up-to-date computer mentioned in this editorial. 10 to 25 years old people, most students probably, are likely just to play the game occasionally but not buy it considering their parents may be against to this time and money-wasting consumption.
Finally, the factors that may influence on the sales of the Whirlwind video games are many aside from the games quality. The author fails to rule out the possibility that there may exist other kinds of games which are more suitable to most of the players because these games provide a better quality and cheaper price. Or perhaps the advertisement is not so appealing that it dose not impress the players at all. Without ruling out these possibilities, the author cannot demonstrate the assumption that the sales of the video games are likely to increase. Advertisement方面可以多花点笔墨的,它毕竟比the factors that may influence on the sales of the Whirlwind video games are many aside from the games quality好说明一些
To sum up, the argument is wholly indefensible as it stands. To better assess its value, the author must provide strong evidence that the survey is representative and the 10 to 25 people are the major players and that this game is competitive to other similar games.
In this editorial, the arguer concludes that as theincreasing sales of the video games Whirlwind to the youth, the profits of thecompany must increase consequently. To support the conclusion, the authorprovides a survey conducted among the video-game players. I find this argumentproblematic in several reasons.
First, the author gives no evidence to show that the sample is representativeand the number of the respondents is sufficient to stand for the total number.It is possible that the respondents of the survey are those who have the higherdemand of the graphics while others value other factors of the game such as thebackground music, the content of the story, and so forth.
Furthermore, even assuming the survey is representative of the whole playertrend, there is no evidence to indicate that the major players are people 10 to25. It is entirely possible that the major players are people older than 25 whohave already worked and plenty time and money to play the game regarding of thehigh invest on the up-to-date computer mentioned in this editorial. 10 to 25years old people, most students probably, are likely just to play the gameoccasionally but not buy it considering their parents may be against to thistime and money-wasting consumption.
Finally, the factors that may influence on the sales of the Whirlwind videogames are many aside from the games quality. The author fails to rule out thepossibility that there may exist other kinds of games which are more suitableto most of the players because these games provide a better quality and cheaperprice. Or perhaps the advertisement is not so appealing that it dose notimpress the players at all. Without ruling out these possibilities, the authorcannot demonstrate the assumption that the sales of the video games are likely toincrease.
To sum up, the argument is wholly indefensible as it stands. To better assessits value, the author must provide strong evidence that the survey isrepresentative and the 10 to 25 people are the major players and that this gameis competitive to other similar games.
想找点毛病都没挑到,短小精悍的好文,学习了,呵呵