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[a习作temp] argument 147 酒香作文小组 harry1oo1oo1第8次作业 [复制链接]

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发表于 2010-11-27 20:25:30 |只看该作者 |倒序浏览
本帖最后由 harry1oo1oo1 于 2010-12-2 18:34 编辑

TOPIC: 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."

逻辑链:游戏玩家所说的这个游戏重要性不能全面的说明游戏受欢迎,还有其他因素(剧情,操纵感等)都有影响;
                   ②作者没有论据说明10-25岁是最爱玩游戏的,可能与调查对象不是一个群体的;
        ③游戏不一定好卖:一方面因为游戏画面品质高,需要大量的美工和先进的游戏引擎,另一方面游戏需要先进的电脑(升级换代),这都阻碍了游戏的推广。

In this argument, grounding on the survey on the video-game players, showing that Whirlwind made an advertising campaign directed at people 10 to 25 years old, and supposing that this age-group most likely to play video games, the author accordingly makes a conclusion that the sales of Whirlwind's games will be increasing impressively. At first glance, this argument seems conclusive, however, further demonstration discloses that it neglect some significant concerns which should be considered within this argument.


In this survey, the video-game players regard the lifelike graphics as the most important feature in a video game. However, it cannot reflect that the game will be popular in respect that there are many factors determine that whether the game will make a massive sale such as the scenario, the sense of control in the game and so on. These factors linking with each other result in whether the game will have a good quality. So the players’ opinion has a feeble influence on the sale of the game.

What’s more, the author makes a judgment that people aging between 10 with 25 years old are mostly likely to play video games. Whereas, the author, further, provides no evidences or example to indicate that people in this age scale are fond of play video-games. Accordingly, this talking point may be an experiential conclusion and as a result, Whirlwind’s advertising campaign will probably not produce the expected results since they select the wrong consumers.

Last but not the least, even if Whirlwind company introduces the proper kinds of games and holds a dramatic advertising campaign, it is most probably that the sale of the game will not increase as expected. There are two reasons: One is that the cost will increase, calling for large amounts of top artists and perfect three-dimensional game engine to make lifelike graphics
which the video-game players think as the most important ingredient in a game, let alone the human motion capture system which need huge fund. When the cost augments, the price of the games will increase accordingly. Another one is that this game needs the most up-to-date computers as the players say. Just as the Moore’s Law says: the number of transistors per square inch on integrated circuits had doubled every year since the integrated circuit was invented. The upgrading of the computer equipment is so fast and that it is hard for every game player to catch up with the up-to-date computers. Thereby, some of the gamers will not enjoy the lifelike graphics. In a word, these conditions will block the popularization of the game and the sale may be unsatisfactory.


In the final analysis, the conclusion made by the author fails to substantiate his assertion. To make the conclusion more conclusive, the author should make a comprehensive survey to make sure what the qualities that a popular game needs are. Besides, he should cite authentic statistics to demonstrate which age scale are most likely to play games. At last, Whirlwind should evaluate the cost and the price of the game so that they can make a available marketing plan.
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发表于 2010-11-30 21:12:48 |只看该作者
本帖最后由 nofeelings811 于 2010-11-30 21:15 编辑

TOPIC: 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."
In this argument, grounding on the survey on the video-game players, showing that Whirlwind made an advertising campaign directed at people 10 to 25 years old, and supposing that this age-group most likely to play video games, the author accordingly makes a conclusion that the sales of Whirlwind's games will be increasing impressively. At first glance, this argument seems conclusive, however, further demonstration discloses that it neglect some significant concerns which should be considered within this argument.

In this survey, the video-game players regard the lifelike graphics as the most important feature in a video game. However, it cannot reflect that the game will be popular in respect that there are many factors determine that whether the game will make a massive sale such as the scenario, the sense of control in the game and so on. These factors linking with each other result in whether the game will have a good quality. So the players’ opinion has a feeble influence on the sale of the game.
What’s more, the author makes a judgment that people aging between 10 with 25 years old are mostly likely to play video games. Whereas, the author, further, provides no evidences or example to indicate that people in this age scale are fond of play video-games. Accordingly, this
talking point may be an experiential conclusion and as a result, Whirlwind’s advertising campaign will probably not produce the expected results since they select the wrong consumers.

Last but not the least, even if Whirlwind company introduces the proper kinds of games and holds a dramatic advertising campaign, it is most probably that the sale of the game will not increase as expected.建议:there are still many possibilities
There are two reasons: One is that the cost will increase, calling for large amounts of top artists and perfect three-dimensional game engine to make lifelike
graphics
which the video-game players think as the most important ingredient in a game, let alone the human motion capture system which need huge fund(huge funds). When the cost augments, the price of the games will increase accordingly. Another one is that this game needs the most up-to-date computers as the players say. Just as the Moore’s Law says: the number of transistors per square inch on integrated circuits had doubled every year since the integrated circuit was invented. The upgrading of the computer equipment is so fast and that it is hard for every game player to catch up with the up-to-date computers. Thereby, some of the gamers will not enjoy the lifelike graphics. In a word, these conditions will block the popularization of the game and the sale may be unsatisfactory.


(思路很新颖而具有一定的逻辑,艺术家是一笔很大的投资,摩尔定律说明玩家跟不上电脑的更新,这是一个语言游戏:你可以认为这个游戏永远需要更新到最新,但是现实的来讲,这个游戏只是需要当时那样的最高的配置,所以引入摩尔定律应该是你的论证走入了误区)
In the final analysis, the conclusion made by the author fails to substantiate his assertion. To make the conclusion more conclusive, the author should make a comprehensive survey to make sure what the qualities that a popular game needs are. Besides, he should cite authentic statistics to demonstrate which age scale are most likely to play games. At last, Whirlwind should evaluate the cost and the price of the game so that they can make a available marketing plan.

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RE: argument 147 酒香作文小组 harry1oo1oo1第8次作业 [修改]
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