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[a习作temp] arguement147【07-10G 梦开始的地方】 第1次作文 by yunnan [复制链接]

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发表于 2007-6-19 23:36:40 |显示全部楼层
Argument 147 07-10G 梦开始的地方】 第1次作文 by yunnan
     

题目: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."

Words: 623    Time: 42分钟    date: 2007. 6. 17.

提纲: 1) 调查的有效性, 数据模糊.

      2) 针对1025岁的年轻人的活动是否能够提高未来的销售量

      3)作者忽视了其他可能对销售量产生影响的因素:如竞争者,市场的导向,当地的文化,消费理念.

In this editorial the arguer cites a recent survey that video-game players are required to reply what features they thought were most important in a video-game. Base on this evidence the arguer recommends that the sales trend is reversing in a short period and the sales of Whirlwind(W) video-games are likely to soar in the next few months, despite that the sales of W video-games have been flagging during the past two years. To support this conclusion, the arguer points out that players interviewed in the survey prefer games which provide lifelike graphics, which calls for up-to-date computers. Admittedly, the arguer also provides evidence that has just introduced several such games and launched an extensive advertising campaign, which aimed at people 10 to 25 years old, being fond of playing video games most. However, close scrutiny of this evidence and editorial’s line of reasoning reveals that they provide little credible support to the conclusion and therefore is unconvincing as it stands.

To begin with, the arguer fails to substantiate the conclusion by showing that video-game players are asked in the survey about what features they consider most or first important to themselves. Thus, it lacks of credibility to assure us that features and the trend of sales have direct correlation in some extent on the basis of unconvincing recent survey. Moreover, the arguer sweeps the claim that players in the survey prefer lifelike graphic, as can indicate that the whole video-game players accentuate the main factor of high quality of screen when playing. Unfairly, the arguer can not rule out the other possibility which may trigger the consequence. Even if the main factor of lifelike indeed affects to some degree on the players, the arguer oversimplifies the matter so that he overlooks the other possible factors which can also influence on the trend of sales. In addition, whether the computer’s configuration, which is in counterpart situation with quality of video game, can process the new-born video-games, is dubious. Or whether the market of supply and command can strike the balance also becomes the reason that occurs the whole consuming of video-games and sales ascending

Secondly, the mere fact that W has introduced the several games with extensive campaign directed to the adolescents between 10 and25 is open to doubt and scant evidence. It is not highly probably that this adoring video-games group can objectively reflect the society’s trend, and could not represent the entity of all players. So, the survey lacks of the direct evidence to demonstrate the trend and is insufficient with vague conduction. What’s more, the arguer fails to take into account the correlation with the market and consuming, such as the local culture, the government policy which impedes the new video game because it is possible that some schoolchildren indulge in the website games, and so forth.

Finally, the arguer makes uncertain assumption that from the recent survey which reveals that the trend of sales will be reversed, we can make the recommendation that in no faraway future, the sales will increase dramatically. The arguer takes it for granted that the recent conspicuous development show the future on the correlation effect, without considering there is a span in which gigantic changes may take place on the video game market, for instance the rivals who may have the same sort of video-game, but with low price.

In sum, the argument is unpersuasive as it stands. To strongly support the conclusion, the arguer must provide more affirmative evidence that the preference of video-game players can play dominated role on the trend of sales; furthermore such this trend can also contribute to the fast increasing of sales. To better evaluate this argument, the arguer has to prove that the extensive campaign possibly attracts the video game players, therefore promote the sales in few months.

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发表于 2007-6-30 17:57:40 |显示全部楼层

提纲: 1) 调查的有效性, 数据模糊.

      2) 针对1025岁的年轻人的活动是否能够提高未来的销售量

      3)作者忽视了其他可能对销售量产生影响的因素:如竞争者,市场的导向,当地的文化,消费理念.(正文顺序怎么和提纲不一样呢?)

In this editorial the arguer cites a recent survey that video-game players are required to reply what features they thought were most important in a video-game. (这句话有点多余,不如写通过调查ARGUER得出什么结论)Base on this evidence the arguer recommends that the sales trend is reversing in a short period and the sales of Whirlwind(W) video-games are likely to soar in the next few months, despite that the sales of W video-games have been flagging during the past two years. To support this conclusion, the arguer points out that players interviewed in the survey prefer games which provide lifelike graphics, which calls for up-to-date computers. Admittedly, the arguer also provides evidence that has just introduced several such games and launched an extensive advertising campaign, which aimed at people 10 to 25 years old, being fond of playing video games most.(有点北美范文的影子However, close scrutiny of this evidence and editorial’s line of reasoning reveals that they provide little credible support to the conclusion and therefore is unconvincing as it stands.

(第一段复述过长,看得我有点头晕。单是复述就有161字数了,几乎占了实战全文中的一半。我觉得简单的把题目最争议的一点复述,再加上自己攻击的缺陷比较好。开门见山。而且北美里面提示说过,里面的文章都会在开头复述过一遍,但实战中是没有必要这么做的)


(下面的主体是根据提纲一段驳斥一个缺陷吗?)

To begin with, the arguer fails to substantiate the conclusion by showing that video-game players are asked in the survey about what features they consider most or first important to themselves. (这句话没有点出这段驳斥的要点)Thus, it lacks of credibility to assure us that features and the trend of sales have direct correlation in some extent on the basis of unconvincing recent survey. Moreover, the arguer sweeps the claim that players in the survey prefer lifelike graphic, as can indicate that the whole video-game players accentuate the main factor of high quality of screen when playing. Unfairly, the arguer can not rule out the other possibility which may trigger the consequence. Even if the main factor of lifelike indeed affects to some degree on the players, the arguer oversimplifies the matter so that he overlooks the other possible factors which can also influence on the trend of sales. In addition, whether the computer’s configuration, which is in counterpart situation with quality of video game, can process the new-born video-games, is dubious. Or whether the market of supply and command can strike the balance also becomes the reason that occurs the whole consuming of video-games and sales ascending(整段没有中心论点)

(本段应该放在主体最后一段,因为应该只有调查准确了,广告宣传得当了,才会有最后销售量是否就能提高的问题。如果在第一段就提出,感觉很跳跃,没前没后的,思维不严密,不连贯)

Secondly, the mere fact that W has introduced the several games with extensive campaign directed to the adolescents between 10 and25 is open to doubt and scant evidence.(意思是:W已经通过广告等向青少年宣传那几类游戏这一点是值得怀疑的?你上面的提纲并没有提啊,而且后面论证的重点都不一致,都弄不清楚在讲什么) It is not highly probably that this adoring video-games group can objectively reflect the society’s trend, and could not represent the entity of all players. So, the survey lacks of the direct evidence to demonstrate the trend and is insufficient with vague conduction. What’s more, the arguer fails to take into account the correlation with the market and consuming, such as the local culture, the government policy which impedes the new video game because it is possible that some schoolchildren indulge in the website games, and so forth.

Finally, the arguer makes uncertain assumption that from the recent survey which reveals that the trend of sales will be reversed, we can make the recommendation that in no faraway future, the sales will increase dramatically. The arguer takes it for granted that the recent conspicuous development show the future on the correlation effect, without considering there is a span in which gigantic changes may take place on the video game market, for instance the rivals who may have the same sort of video-game, but with low price.

(为什么每段都贯穿有提纲中第三点的内容啊?)

In sum, the argument is unpersuasive as it stands. To strongly support the conclusion, the arguer must provide more affirmative evidence that the preference of video-game players can play dominated role on the trend of sales; furthermore such this trend can also contribute to the fast increasing of sales. To better evaluate this argument, the arguer has to prove that the extensive campaign possibly attracts the video game players, therefore promote the sales in few months.


看得比较头晕。作者的语言和用词,句子都是蛮不错的。
但是结构很乱(就我自己看而言,都看不懂想说什么)。
每段的中心论点不明确,最后结尾也不能对应上。

[ 本帖最后由 mengzhou1110 于 2007-6-30 19:04 编辑 ]

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RE: arguement147【07-10G 梦开始的地方】 第1次作文 by yunnan [修改]

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