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发表于 2006-7-17 17:33:54
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原帖由 licheewu28 于 2006-7-16 10:26 发表
ARGU 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.'
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Based on the survey, the author in this editorial predicts that Whirlwind video games would sell well and increasingly in the coming few months. To support his prediction, he provides his evidence that people at 10 to 15 years are the company's directing goal (how about "target customers" ?) and they are most possibly to play Whirlwind vedio games. The argument is problematic and vacant with strong persuasive evidence.
First of all, there is no information to prove that people at 10 to 25 will necessarily play the games. A survey is cited as the supportive evidence to prove such people to be the sales orientation. But actually, there is fallacy of different scopes in that it is not people at the age who are interviewed in the survey while the campaign is directed at them. In this way, probably the compaign is a waste of time and money, and the goal will not go to play the games as hoped. Thus, since no evidence serves to show people at 10 to 25 to be major players, the author cannot guarantee the games to be increasingly sold well.
Furthermore, the editorial indicates that the games offer lifelike graphics requiring the most up-to-date computer. It is fully possible that such a factor would not be an advantage but a disadvantage for the games because probably most of players cannot afford an up-to-date computer, and thus give up to play the games. Even if they can own such computers, there are other factors influencing one to play games, such as games subjects or excitingness except lifelike graphics. What's more, if Whirlwind vedio games are of bad subjects, which is prohibited by social laws, they will never have a good market. (最后一句好像分析的有点没有根据.另外关于那个up-to-date computer的那个你跟路路理解的一样,但是我觉得应该是游戏公司需要有先进的电脑来制作游戏画面,而不是玩游戏的人需要有先进的电脑才能玩.如果真的是玩游戏的人需要有先进的电脑,那么这和题中玩游戏的人prefer这些游戏的论点正好相反,因为既然他们没有先进的电脑玩这种游戏,又怎么可能表示prefer呢?不过也有可能,这些人会对自己没用过的东西进行prefer or not的选择....嗯,我就是有找个疑点,,希望大家能讨论下..)
In addition, the author ignores the economic background at that time. One cannot be sure that a decling market will recover soon after a two-year period of depression. If economy is blue(这个词感情色彩太重了,有点不客观) this year, people are unable to buy entertaining equipment even if they are interesting when they are busy with making living. Without taking the precondition into consideration, the author is rash to comes to conclusion about the games sales.
To sum up, the author should provide more evidence to support his own prediction: a prosperous economic situation, other factors attracting games players and an accurate survey showing potential consumers. Only with these supportive information, he can draw his conclusion. |
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