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147 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, the author claims that the sales of Whirlwind will increase in the next few months based on the survey result and its sales promotion. Although it seems reasonable, there are some critical fallacies of the editorial which will lead to the final invalidity of its predictprediction.
To begin with, the reliability of the survey is open to 可以这样用?我也不清楚doubt. How many people are there attended the survey? What is the composing of such people? Can they reflect the real market need(needs)? Anyeach one of these factors may weaken the conclusion drawn from the survey. Another question cannot be neglected is that the most important and absorbing feature is not equal to the best sale. Players may be interested in life like graphics of a game and may enjoy the fellingfeeling of play on the most up-to-date computers, but they willare possible to check their budget before deciding to buy it. That isthat is有没有口语化的倾向?, exorbitant price may lower the sales. So the survey may suggest some clues to improve designs of games, but it is not an indicator of better sales.
建议:可不可以压缩一下对调查存在的多种可能性描述
In addition, if the advertising campaign facing people 10-25 years old will really promote sales of Whirlwind video games or not is unsure. It’s known to all, although people 10-25 years old are the age-group most likely to play video games, they are also the busy and economical-dependent age-group, especially those who are still in schools.赞!一个小让步,假如可以和后面一句联系起来就更好了 Parents and teachers are often do not like children addicted in playing video games(理由不是很充分,中国的家长不希望子女,但美国人不是那么过多干涉子女的事务,毕竟他们比较强调个体和独立). So do bosses of young people. (这句话什么意思?)Then do they have time to play such games and can they afford such software is in question.(这句好像和这段第二句意思重复了,楼主可以在其他年龄段的人做做文章,例如他们更有可能购买这些产品) Hence, it may be hasty to announce the increase of Whirlwind’s sales.
Last but not least, what is the fundamental reason leading to the decline of sales of Whirlwind video games? The out-of-date design of games, inhibiting price of software, competition of other counterparts, economical recession of the whole society or others?这句没有谓语动词。 If it is the unpopular design that makes such a decline, introduction of new games may be helpful. But if it is not the case, new games will be of no useuseless会不会更好些?. There is no any information about this question. Comparing to the surveys and sale promotions, to find out ultimate cause is of more importance.
To sum up, the survey and extensive advertising campaign may help Whirlwind improve its sale in some degree. But we need more information to confirm that the poor company will step out of hot water in the next few months.
这篇文章结构肯定是没有问题的,有一些小错,但不严重。
努力阿,楼主。 |
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