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Argument147 【0706G-CRUSADE小组】 第1次作业 by vanlucker
题目
"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."
1. 报告大意与主要漏洞.
2. 调查的可信度:调查的范围(年龄,人数,收入等等)
3. 最新电脑可能导致玩家放弃购买,同时公司是否已经投入了大量资源去开发这类游戏,也可能导致收入不足投入.
4. a.广告投入提高了成本也提高了价格,游戏的主力玩家买的起吗?b.是否有竞争者做更大规模宣传.c.其他年龄玩家对广告没兴趣甚至打消原来购买念头.
5. 可能短时间内无法迅速盈利,包括季节和流行的因素
6. 总结
In this editorial the author concluded that Whirlwind video games are likely not only to reverse its declination of past 2-year sales, as well as to increase dramatically its sales in the next few months. To support the conclusion the author cites a recent survey concerning the video-game players’ most favorite features - realistic graphics. And then he claims that Whirlwind’s sales will increase dramatically due to its recent products with realistic graphics and its extensive advertising campaign toward the 10-25 years old player group – the most enthusiastic video-game player group. Close inspection of the evidences reveal, however, that the editorial is flawed in several significant respects.
Turning first to the survey upon which the argument depends. This survey provides no assurances that the respondents’ preference being in line with that of the aimed player group is reliable. As I see it, the respondents are not the representatives of the aimed player group due to the low number, the different age-group, or the different income of the players. Moreover, perhaps such an uncertain survey upon which the author presently depends also be trusted by Whirlwind 2 year ago. Accordingly, without considering and ruling out these possibilities, the author cannot justifiably conclude that the survey serves the dramatic increase of sales.
Next, the author fails to consider another factor - the expense of the up-to-date computers players must to pay. This factor is the inevitable bound of the aimed player group. Most enthusiasts might not purchase games towards a high level of lifelike graphics without the same high level yet unaffordable computers. Moreover, the sales might be frustrated as the expense of producing such high level games leading to the high price, let alone to increase dramatically.
Similarly, the extensive advising campaign might not result in the effectiveness the author expects. To illustrate this view, I point out several flaws towards advertisement as follow. First, the extensive advising campaign is necessarily to increase the products costs, and then inevitably to raise the games’ price. It might be reflected on the declination of sales as the prohibitively expense of the games for the aimed player group. Secondly, are there some competing products that might serve to diminish sales of Whirlwind’s new games? If it is true, perhaps the competitors will reduce or discount their products’ price or even take a far more extensive advising campaign over Whirlwind’s one to compete in the marketplace. Thirdly, while other age-groups see the Whirlwind’s advisement specific to 10-25 years old age-group, the impression of Whirlwind’s products might be imprinted as unfit games to them, and then the aimed group of sales might be bounded so specifically that would perhaps lead to the decrease of Whirlwind’s sales. Finally, the advising strategies that serve to promote sales of new games also promoted by Whirlwind causing the decrease in past 2-year.
Even if the author can substantiate the foregoing assumptions, I remain suspect that the strategies can not result in increase of sales during such a short time. Perhaps the dominant types of computer games change seasonally. Or perhaps, to the extent that Whirlwind video games invested largely in producing such fashionable but expensive realistic graphics games, the investment might not be rapidly counteracted by sales in a short time. Yet, without any evidence that the dominant types of games might not alter quickly during sales of Whirlwind’s new games and sales can counteract the investment in the next few month, the author’s assumption might be partially effective in a normal even slow rate of increase of sales.
In sum, the assumption is not well supported. To strengthen it the author must provide clear evidence that the dominant feature of one game the most game players pay attention to is its realistic graphics, and 10-25 years old enthusiasts are likely to be interest in Whirlwind’s products over other competing games, and then they can afford to purchase them. Finally, to better evaluate the argument I would need more information about what cause the past 2-year inclination of sales and whether the current strategy has same similar causes that should be eliminated; and how much whirlwind costs in the game development and the advertising campaign.
这是小弟第一篇argument,写的时候不知道怎么下手到处借鉴,结果不知不觉胡乱中写了这么多,自己连重点都不知道在哪....-_-!
真心希望各位能耐心帮我指出毛病,特别是哪些重点哪些略写,还有结构上转承我都不太清楚,请各位教我,谢谢了~:handshake :)
[ 本帖最后由 vanlucker 于 2007-2-14 20:52 编辑 ] |
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