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[a习作temp] 【Flyer杀G作文组】07月14日Argument147-By 潇 [复制链接]

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发表于 2010-7-16 03:58:51 |只看该作者 |倒序浏览
题目: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."
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日期:2010-7-16 1:57:31


In this argument, the arguer claims that the sales of Whirlwind video games can definitely increase sharply in the next few months. To justify the claim, the arguer cites the result of a recent survey which suggests that the sales will produce a backspin. Major support indications concluding this claim seem that Whirlwind gains a sign from the survey that indicates players prefer lifelike graphics video-game using most up-to date computers. And they exploit video games directed at people 10 to 25 years old. However, this argument suffers from several critical fallacies as follows.

Firstly, although Whirlwind made a survey of video-game players resulting in the wish of players, the arguer has not provide any information about respondents' range and individual situation such as age and occupation and so on. Thus, players' suggestion and wish of preferring lifelike graph using most up-to-date computers seem not have representative. In case, they surveyed players spending more money on games and pursuit better graph, the result must be similar. However, if other players cannot spend much on games, they would not express such a hope. Moreover, we do not know what procedure was used and how large the sample was in the survey and so on. If the sampling for the research is not random or does not guaranty enough quantity, the result is ineffective without reference evidence.

Secondly, the author provides an unwarranted assumption that group in 10 to 25 years old most likely to play video games. Obviously, the arguer is hasty to generalize the situation without sufficient data to support. It is unreasonable to rule out people of 25 and over beyond video game players, because more and more office worker may spend their spare time on game, while video game with wonderful picture and ability of making people self-indulged seems have more appeal to them as relax and recover from the hectic pace of modern life. Thus, the measure of extensive advertising campaign directed at people 10 to 25 years old is narrow and limited. I have to doubt if it has the capability to bring sales rising, or even what Whirlwind did is just for nothing.

Finally, just relied on the above evidences, it is not enough to develop such a conclusion. Market is so complicated and inconstant that it is not easy to improve the sales amount. How does the video game market carry out? How about sales of other companies? What’s the weakness of video games produced by Whirlwind compared with others? If average sales of video games market are low, the measures mentioned are hardly useful. Therefore, the author must provide more evidence and materials introducing the situation as above.

As it stands, the argument is not well reasoned. To verify that sales of video games of Whirlwind would increase substantially, the arguer has to provide concrete information of respondents and improve the survey to be worth referencing. Additionally, the arguer must present facts concerning details of the market and other competitors and so on.
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