The following appeared in an editorial in a business magazine. 【147
"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."(W ~ K S&k R
尽管Whirlwind游戏公司的游戏销量在过去两年中下降了,最近一次对于电子游戏玩家的调查显示这种销售趋势可能会逆转。该调查询问游戏玩家对于一个游戏来说他们所认为的最重要特征是什么。根据调查结果,玩家倾向于那些需要最先进的电脑的,具有活灵活现图象的游戏。Whirlwind刚刚面向10-25岁的人群开展了大力的广告活动来推广若干此类游戏,10-25岁是最喜欢玩游戏的年龄层。这说明Whirlwind公司的游戏销量将会在未来几个月中猛增。
In this editorial, the author concludes that the sales of Whirlwind video game are likely to increase dramatically in the few months. Careful scrutiny of the author’s editorial reveals this editorial relies on several unproven assumptions, and is therefore unpersuasive to some extent.
To begin with, the survey scants evidence of the author’s implicit conclusion that if Whirlwind to product a lifelike graphics game which the player prefer, the trend that the sales declined over the past two years is about to be reversed. But, how the respondents were selected remains unknown, and whether the respondents were selected in a random manner is open to doubt. If the respondents are not necessary representative of the overall population of video-games players, the editorial’s conclusion which relies on this survey is unwarranted.
Secondly, even assuming that survey is accurate and the respondents are representative, the author also concludes too hastily that the sales of Whirlwind video game will increase because that Whirlwind has just introduced several such games with an extensive advertising campaign directed at people 10 to 25 years old, which age-group most likely to play video games. But this need not be the case, the author ignores that the respondents of this survey conclude various age-groups not only the people 10 to 25 years old is unreasonable. Maybe the number of people 10 to 25 years old was too low in this survey to represent the players who prefer the lifelike graphics video game and the most up-to-date computer.
In addition, the author unfairly infers that the Whirlwind can solve the problem that the sales have declined over the past two years by the new game and an extensive advertising campaign. The author overlooks other possibilities that perhaps the video games price of Whirlwind was higher than other company, or perhaps the system of management of a Whirlwind has a great loophole. Without ruling out factors for the cause of declined, the author’s claim is dubious.
To sum up, the author’s editorial is logically unsound. To strengthen it, the author must provide better evidence that 10 to 25 years old people can present all the responders and players. To better assess the memo, I would need more information about the cause of decline entirely attribute to the short of new games.
The following appeared in an editorial in a business magazine. 【147
"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."(W ~ K S&k R
尽管Whirlwind游戏公司的游戏销量在过去两年中下降了,最近一次对于电子游戏玩家的调查显示这种销售趋势可能会逆转。该调查询问游戏玩家对于一个游戏来说他们所认为的最重要特征是什么。根据调查结果,玩家倾向于那些需要最先进的电脑的,具有活灵活现图象的游戏。Whirlwind刚刚面向10-25岁的人群开展了大力的广告活动来推广若干此类游戏,10-25岁是最喜欢玩游戏的年龄层。这说明Whirlwind公司的游戏销量将会在未来几个月中猛增。
In this editorial, the author concludes that the sales of Whirlwind video game are likely to increase dramatically in the few months. Careful scrutiny of the author’s editorial reveals this editorial relies on several unproven assumptions, and is therefore unpersuasive to some extent.天啊,咱俩用的开头句差不多啊,希望咱们不考一道题或是一天考,那天好象就是ISSUE你的,我忘了,句市和我完全一样
To begin with, the survey scants evidence of the author’s implicit conclusion that if Whirlwind to product a lifelike graphics game which the player prefer, the trend that the sales declined over the past two years is about to be reversed.把IF掉到后边好理解,我读了两遍 But, how the respondents were selected remains unknown, and whether the respondents were selected in a random manner is open to doubt. If the respondents are not necessary representative of the overall population of video-games players, the editorial’s conclusion which relies on this survey is unwarranted.
Secondly, even assuming that survey is accurate and the respondents are representative, the author also concludes too hastily that the sales of Whirlwind video game will increase because that Whirlwind has just introduced several such games with an extensive advertising campaign directed at people 10 to 25 years old, which age-group most likely to play video games. But this need not be the case,这句主语没? the author ignores that the respondents of this survey conclude various age-groups not only the people 10 to 25 years old is unreasonable. Maybe the number of people 10 to 25 years old was too low in this survey to represent the players who prefer the lifelike graphics video game and the most up-to-date computer.
In addition, the author unfairly infers that the Whirlwind can solve the problem that the sales have declined over the past two years by the new game and an extensive advertising campaign. The author overlooks other possibilities that perhaps the video games price of Whirlwind was higher than other company, or perhaps the system of management of a Whirlwind has a great loophole. Without ruling out factors for the cause of declined, the author’s claim is dubious.
To sum up, the author’s editorial is logically unsound. To strengthen it, the author must provide better evidence that 10 to 25 years old people can present all the responders and players. To better assess the memo, I would need more information about the cause of decline entirely attribute to the short of new games.
感觉每一点还可以再说一些话,差不多也就这意思了