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[a习作temp] argument147【clover】第一次小组作业 by mintsh [复制链接]

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发表于 2010-1-31 17:54:39 |只看该作者 |倒序浏览
本帖最后由 mintsh 于 2010-1-31 17:57 编辑

argument147: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 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 editorial predicts that the sales of Whirlwind(W) video games will soar in the following few months which of deep reflection unfolds several flaws. To substantiate the argument, the editorial resorts to the result of a recent conducted survey to find out customers’ preference on games and would introduce such games through an advertising campaign aimed at people of specific age. However, these evidences cannot lead to the prediction when some problems occur in the whole deduction.


   First, the survey of video-game players might have not presented accurate information about the players’ actual preferences on the games. The editorial provides no background of respondents such as their ages, the total number of interviewees and whether they have ever bought goods produced by companies similar to W. If the aggregate subjects add up to less than 20, we had better view the outcome as somehow specious one. And just like the gap among different generations, players of different ages are likely to show distinct tastes on games. With the void data of age, the result can hardly indicate the general situation of the entire age groups. Therefore, the editorial needs more details to support the survey’s legitimacy.


   Second, to design video games completely according to customers’ tendency gripped from the inquiry is unwarranted in two aspects below. On one hand, the most important character for games is not identical with the most important facet the consumers care most in bargain. For instance, the price, the quality, the brand and so forth also serve as a crucial part in the selection process. On the other hand, the editorial mentions a subtle point that the lifelike graphics require the most up-to-date computers which increases the uncertainty of the prospect of newly-tapped video games. Evidently, a technical relationship between these games and the most advanced computer determine a tight relationship on sales tool. We cannot expect tremendous sales of games when the most advanced computers are far from covering people’s daily lives. Bluntly put, the designation of new products based on the tendency of customers will somewhat malfunction under certain circumstances.


    Third, not ample proofs are available to verify the efficiency of the advertising campaign even though it is tailored to certain age groups. Advertising floods all over the world we live in and a remarkable part of people have felt bored by the continuous advertisements nearly everywhere they go. Nowadays, the majority usually take a quick glimpse and then concentrate on their own stuffs again and the main idea highlighted by the advertisements is seldom cared if not entirely neglected. Perhaps, it goes same for the video games’ advertising. Even assuming the success of advertising campaign, what if the sales rooting in the campaign? Great as the interest of the young spurred up is, the 10-25 years old people often cannot afford the prohibitively expense price of the new series. If so, the sales will be badly influenced. Since the editorial fails to take these aspects into account, I cannot be convinced that the advertising campaign can result in the growing sales.


    Finally, the real reason that why the sales of W video games have slumped for the past two years has not been figured out and thus there are a lot possibilities while the editorial only focus on one of those possibilities. The one turns out to be that the W video games’ s products did not meet the demand of market quite well. However, quantities of possibilities could be supposed to explain the decline in sales. For example, probably, the whole nation has fallen into an economic regression and the demand diminished to a great extent. Furthermore, the higher pricing on the homogeneous products than other competitors may impose negative impact on the sale. Unless valid evidence is supplemented to support the argument, I simply cannot accept the two-year decline is attributable to the correct understanding of customers’ preference other than for other reasons.  


    In conclusion, the editorial is unconvincing as it stands. To strengthen the argument, the survey’s creditability shall be ensured by the supply of more background and the preference concluded from the survey of customers resembles unable to instruct the designation of products because of its ambiguous effect on future sales. Aside from these two points, the efficiency of advertisement to sales’ elevating is worth confirming since the cost on it will be a big deal. Lastly, the decline in sales can stem from any possible reasons, the editorial had better carry out religious investigation into the phenomenon.

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发表于 2010-1-31 20:11:24 |只看该作者
最后,有病句。我想加入组织。我准备2月26日杀G。

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板凳
发表于 2010-1-31 21:22:39 |只看该作者
2# sztyfz
~我们组好像昨天正式宣布。招新结束。。LS的同学~~~要不赶紧找个差不多日子考的板油互改吧~~~祝你成功~~

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发表于 2010-2-1 21:43:19 |只看该作者
本帖最后由 九天揽月 于 2010-2-1 21:46 编辑

argument147【clover】第一次小组作业 by mintsh


本帖最后由 mintsh 2010-1-31 17:57 编辑
argument147: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 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.
批改者:九天揽月

The editorial predicts that the sales of Whirlwind(W) video games will soar in the following few months(如果前面是同位语的话,是不是应该去掉predicts?或者后文可用非限制性定语从句?), which of deep reflection unfolds several flaws. To substantiate the argument, the editorial resorts to the result of a recent conducted survey to find out customerspreference onforgames and would(will?) introduce such games through an advertising campaign aimed at people of specific age. However, these evidences cannot lead to the prediction when some problems occur in the whole deduction.
开头转述原文变换很好。

First, the survey of video-game players might have not presented accurate information about the players
actual preferences on(重复了) the games. The editorial provides no background of respondents such as their ages, the total number of interviewees and whether they have ever bought goods produced by companies similar to W. If the aggregate subjects add up to less than 20, we had better view the outcome as somehow +a?specious one. And just like the gap among different generations, players of different ages are likely to show distinct tastes on games. (类比)With the void data of age, the result can hardly indicate the general situation of the entire age groups. Therefore, the editorial needs more details to support the survey’s legitimacy.
本段指出了调查数据不可靠的逻辑错误,论述清晰。


Second, to design video games completely according to customers’ tendency gripped from the inquiry is unwarranted in two aspects below. On one hand, the most important character for games is not identical with
the most important(
为避免重复,是否改为the most significant比较好?) facet the consumers care most in bargain. For instance, the price, the quality, the brand and so forthand so forth一般用于句末,加句号.后文用后置定语?) also serve as a crucial part in the selection process(去掉process是否更地道?). On the other hand, the editorial mentions a subtle point that the lifelike graphics require the most up-to-date computers which increases the uncertainty of the prospect of newly-tapped video games. Evidently, a technical relationship between these games and the most advanced computer determines a tight relationship(重复了) on sales tool. We cannot expect tremendous sales of games when the most advanced computers are far from covering people’s daily lives. Bluntly put, the designation of new products based on the tendency of customers will somewhat malfunction under certain circumstances.
本段指出仅仅依靠对消费者喜好的预测不足以保证游戏的销售,论证较为严密。


Third, not(
no) ample proofs are available to verify the efficiency of the advertising campaign even though it is tailored to certain age groups. Advertising floods all over the world we live in and a remarkable part of(
修饰是否有些生硬?) people have felt bored by the continuous advertisements nearly everywhere they go. Nowadays, the majorities usually take a quick glimpse and then concentrate on their own stuffs again 停顿一下,and the main idea highlighted by the advertisements is seldom cared if not entirely neglected. Perhaps, it goes samethe same goes for the video gamesadvertising. Even assuming the success of advertising campaign, what if the sales rooting in the campaign? Great as the interest of the young spurred up is, the 10-25 years old people often cannot afford the prohibitively expense price of the new series.
If so, the sales will be badly influenced. Since the editorial fails to take these aspects into account, I cannot be convinced that the advertising campaign can result in the growing sales.

本段进一步指出了广告与销售额上升不存在必然联系。
Finally, the real reason that why the sales of W video games have slumped for the past two years has not been figured out and thus there are a lot(换个更好的词?)
possibilities while the editorial only focus on one of those possibilities. The one turns out to be that the W video games’ s products did not meet the demand of market quite well. However, quantities of possibilities could be supposed to explain the decline in sales. For example,
probably
(一般连用吧?), the whole nation has fallen into an economic regression and the demand is diminished to a great extent. Furthermore, the higher pricing on the homogeneous products than other competitors may impose negative impact on the sale. Unless valid evidence is supplemented to support the argument, I simply cannot accept the two-year decline is attributable to the correct understanding of customers’ preference other than for other reasons.

本段指出可能存在其他因素导致过去两年销售量的下跌,说理充分,有几处表达上稍微有点繁复,可以稍微精炼一点,个人觉得~~

In conclusion, the editorial is unconvincing(unconvinced) as it stands. To strengthen the argument, the survey’s creditability shall be ensured by the supply of more background, and the preference concluded from the survey of customers resembles is unable to instruct the designation of products because of its ambiguous effect on future sales. Aside from these two points, the efficiency of advertisement to? sales’ elevating is worth confirming since the cost on it will be a big deal. Lastly, the decline in sales can stem from any possible reasons, the editorial had better carry out religious investigation into the phenomenon.
末段提出了改进的具体措施。
文章共攻击了原文的三处缺陷,论证清楚.部分表达上还可以继续改进哈!


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发表于 2010-2-2 19:53:50 |只看该作者
真不好意思~~网络刚刚恢复正常~~

argument147: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 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 editorial makes the prediction that the sales of Whirlwind(W) video games will soar in the following few months of which deep reflection unfolds several flaws. To substantiate the argument, the editorial resorts to the result of a recent conducted survey to find out customers
preference on games and the arrangement to introduce such games through an advertising campaign aimed at people of specific age. However, these evidences cannot lead to the prediction when some problems occur in the whole deduction.



First, the survey of video-game players might have not presented accurate information about the players’ actual fancy on the games. The editorial provides no background of respondents, such as their ages, the total number of interviewees and whether they have ever bought goods produced by companies similar to W. If the aggregate subjects
(这里是指的被调查对象,不知这样用对不) add up to less than 20, we had better view the outcome as somehow a specious one. And just like the gap among different generations, players of different ages are likely to show distinct tastes on games. With data of age void, the result can hardly indicate the general situation of the entire age groups. Therefore, the editorial needs more details to support the survey’s legitimacy.



Second, to design video games completely according to customers’ tendency gripped from the inquiry is unwarranted in two aspects below. On one hand, the most important character for games is not identical with the most significant facet the consumers care for in bargain. For instance, facets also serving as a crucial part in the selection contain the price, the quality, the brand and so forth. On the other hand, the editorial mentions a subtle point that the lifelike graphics require the most up-to-date computers which increases the uncertainty of the prospect of newly-tapped video games. Evidently, a technical relationship between these games and the most advanced computer determines a tight relevance between sales and computer upgrading too. We cannot expect tremendous sales of games when the most advanced computers are far from covering people’s daily lives. Bluntly put, the designation of new products based on the tendency of customers will somewhat malfunction under certain circumstances.



Third, no ample proofs are available to verify the efficiency of the advertising campaign even though it is tailored to certain age groups. Advertising floods all over the world we live in and quite many people have felt bored by the continuous advertisements nearly everywhere they go. Nowadays, the majorities usually take a quick glimpse and then concentrate on their own stuffs again, and the main idea highlighted by the advertisements is seldom cared if not entirely neglected. Perhaps, it goes the same for the video games
advertising. Even assuming the success of advertising campaign, what if the sales rooting in the campaign? Great as the interest of the young spurred up is, the 10-25 years old people often cannot afford the prohibitively expense price of the new series. If so, the sales will be badly influenced. Since the editorial fails to take these aspects into account, I cannot be convinced that the advertising campaign can result in the growing sales.


Finally, the real reason that why the sales of W video games have slumped for the past two years has not been figured out and thus there are numerous possibilities while the editorial only focus on one of those possibilities. The one turns out to be that the W video games’ s products did not meet the demand of market quite well. However, quantities of possibilities could be cited to explain the decline in sales. For example, perhaps, the whole nation has fallen into an economic regression and the demand is diminished to a great extent. Furthermore, the higher pricing on the homogeneous products than other competitors may impose negative impact on the sale. Unless valid evidence is supplemented to support the argument, I simply cannot accept the two-year decline is attributable to the correct understanding of customers’ preference other than for other reasons.


In conclusion, the editorial is unconvincing as it stands. To strengthen the argument, the survey’s creditability shall be ensured by the supply of more background and the preference concluded from the survey of customers resembles unable to instruct the designation of products because of its ambiguous effect on future sales. Aside from these two points, the efficiency of advertisement to sales’ elevating is worth confirming since the cost on it will be a big deal. Lastly, the decline in sales can stem from any possible reasons; the editorial had better carry out religious investigation into the phenomenon.

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发表于 2010-2-4 12:24:39 |只看该作者
A2的作业写了吗?等着改作业啊……

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发表于 2010-2-4 12:56:13 |只看该作者
6# taotaole
~~写了的~~昨天晚上就挂上去了哦~~看到没

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发表于 2010-2-5 18:49:44 |只看该作者
改好啦~

:loveliness:
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RE: argument147【clover】第一次小组作业 by mintsh [修改]
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