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[a习作temp] argument [火箭小组] 第一次作业 [复制链接]

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发表于 2008-6-1 22:04:59 |只看该作者 |倒序浏览
147The 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 10 to 25 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."


The editor intended to demonstrate that after the promoting policies in Whirlwind video games (Wvg), the sale of their products featured by lifelike graphics, will boom drastically in just a few months. However, his conclusion is ambiguous, weakened by several fallacies inherent in the illustration.

Firstly, the evidence provided by the survey is questionable. For one thing what the game players thought to be the most absorbing character in video games might be far from the truth, inasmuch as there is no information in terms of the detailed background, age and career makeup and the quantity of these responders. For another thing, even the response are valid, it is unsafe to infer that they will be favor with the products in Wvg. The other qualities lied in the games, such as the plot, graphical quality, sound effect, etc., are the major elements to consider when one chooses a video-game.

Secondly, the author mistakenly took for granted that the target customer group, people from 10 to 25 years old, will also choose this type of video game like the subjects in the survey who might be indulged in it. With respect to the above statement, the responders might be children younger than 10 or men in salaried class elder than 25. Therefore, their tastes cannot represent the directed people at all. Moreover, suppose the people aimed by the company are fond of the game, they might also have to abandon it when considering their inaccessibility to the most sophisticated computers, which should be fund by their parents who have a natural aversion to video games. Finally, whether the advertisement is effective or not still need further investigation.

Thirdly, the company might need to hurdle great difficulties to exploit the market, therefore the dramatic increase of sales in such short time might become implausible. Perhaps, the market of this game is small; the competition, however, is pretty fierce. Or perhaps, there is an eminent company who has already dominated the whole market in which, to snatch a piece of cake, Wvg might have to wait for a long time with an extremely slow increase of sales in the first couple of months or even years. In short, the optimism of the author rendered him deliberately underestimate the potential handicaps and raised irrationally market expectation for video games.

To sum up, insufficient evidence does not lend strong support to the assertion in the editorial. Unless the author demonstrate these scenarios in which the sales of video games are obstructed are simply pointless worry, the conclusion can be convincing and cogent.



[ 本帖最后由 byys 于 2008-6-1 22:06 编辑 ]
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发表于 2008-6-3 00:25:17 |只看该作者

回复 #1 byys 的帖子

147The 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 10 to 25 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."

The editor intended to demonstrate that after the promoting policies in Whirlwind video games (Wvg), the sale of their products featured by lifelike graphics, will boom drastically in just a few months. However, his conclusion is ambiguous, weakened by several fallacies inherent in the illustration.(第一段简洁概括并指出存在错误)

Firstly, the evidence provided by the survey is questionable. For one thing what the game players thought to be the most absorbing character in video games might be far from the truth, inasmuch as there is no information in terms of the detailed background, age and career makeup and the quantity of these responders. For another thing, even the response are valid, it is unsafe to infer that they will be favor with the products in Wvg. The other qualities lied in the games, such as the plot, graphical quality, sound effect, etc., are the major elements to consider when one chooses a video-game.

Secondly, the author mistakenly took for granted that the target customer group, people from 10 to 25 years old, will also choose this type of video game like the subjects in the survey who might be indulged in it. With respect to the above statement, the responders might be children younger than 10 or men in salaried class elder than 25. Therefore, their tastes cannot represent the directed people at all. Moreover, suppose the people aimed by the company are fond of the game, they might also have to abandon it when considering their inaccessibility to the most sophisticated computers, which should be fund by their parents who have a natural aversion to video games. Finally, whether the advertisement is effective or not still need further investigation.

Thirdly, the company might need to hurdle great difficulties to exploit the market, therefore the dramatic increase of sales in such short time might become implausible. Perhaps, the market of this game is small; the competition, however, is pretty fierce. Or perhaps, there is an eminent company who has already dominated the whole market in which, to snatch a piece of cake, Wvg might have to wait for a long time with an extremely slow increase of sales in the first couple of months or even years. In short, the optimism of the author rendered him deliberately underestimate the potential handicaps and raised irrationally market expectation for video games.(
中间三段论述很到位,结构也很清楚)
To sum up, insufficient evidence does not lend strong support to the assertion in the editorial. Unless the author demonstrate these scenarios in which the sales of video games are obstructed are simply pointless worry, the conclusion can be convincing and cogent.

写的挺好的,思路很清晰,句式也不错!继续加油!


[ 本帖最后由 leanneqiu 于 2008-6-3 00:30 编辑 ]

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RE: argument [火箭小组] 第一次作业 [修改]

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