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[a习作temp] Argument147 [勇往直前小组] 第六次作业 [复制链接]

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发表于 2007-7-25 22:29:29 |只看该作者 |倒序浏览
In this editorial, the arguer concludes that as the increasing sales of the video games Whirlwind to the youth, the profits of the company must increase consequently. To support the conclusion, the author provides a survey conducted among the video-game players. I find this argument problematic in several reasons.

First, the author gives no evidence to show that the sample is representative and the number of the respondents is sufficient to stand for the total number. It is possible that the respondents of the survey are those who have the higher demand of the graphics while others value other factors of the game such as the background music, the content of the story, and so forth.

Furthermore, even assuming the survey is representative of the whole player trend, there is no evidence to indicate that the major players are people 10 to 25. It is entirely possible that the major players are people older than 25 who have already worked and plenty time and money to play the game regarding of the high invest on the up-to-date computer mentioned in this editorial. 10 to 25 years old people, most students probably, are likely just to play the game occasionally but not buy it considering their parents may be against to this time and money-wasting consumption.

Finally, the factors that may influence on the sales of the Whirlwind video games are many aside from the games quality. The author fails to rule out the possibility that there may exist other kinds of games which are more suitable to most of the players because these games provide a better quality and cheaper price. Or perhaps the advertisement is not so appealing that it dose not impress the players at all. Without ruling out these possibilities, the author cannot demonstrate the assumption that the sales of the video games are likely to increase.

To sum up, the argument is wholly indefensible as it stands. To better assess its value, the author must provide strong evidence that the survey is representative and the 10 to 25 people are the major players and that this game is competitive to other similar games.


Argument39
1)  没有证据证明Omini用于宿舍和教室的开支比前一年下降是因为远程教学系统的人说上升。
2)  即使这个因果联系得到证实,作者也无端地假设这种改变能改善Humana学院的报名人数下降的问题。
3)  作者忽略了Omini Humana 之间的一些可能导致远程教学系统在Humana不适用的区别。

Argument217
1)  500个地点的消费者中流行不一定能在自己所居住的地方流行。
2)  虽然全国调查减肥和健身的关注越来越多,而且书杂志销售量大,但是并不能说明人们都有健身的实际行动,而且也不能确定一定会选择取体育馆健身的方式
3)  最后,作者说家庭健身器具的购买量翻了一番可能恰恰说明人们可能采用在家中健身的方式,而不是去体育馆健身

Argument160
1)  这种化合物能恢复老鼠失去的记忆不代表能解决人的记忆问题
2)  作者忽略了这种化合物可能产生的负面影响
3)  还有其他的方式,例如通过老师和家长的共同努力,去解决学生的记忆力和注意力问题

Argument151
1)  首先,市长Durant批准了桥梁的修建不代表他应该为桥梁的问题负全部责任,更应该负责的是桥梁的设计师和建筑人员
2)  其次,即使是他批准了一个更好的方案,作者也无端的假设桥梁的损坏和交通问题都不会出现
3)  最后,AtticusHartley的区别可能不仅仅在于冬天的气候。可能其他原因也会造成桥梁损坏和交通问题。可能Atticus的桥使用频率更高一些,导致了桥梁的损毁更严重
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沙发
发表于 2007-7-26 18:04:44 |只看该作者
In this editorial, the arguer concludes that as the increasing sales of the video games Whirlwind to the youth, the profits of the company must increase consequently. To support the conclusion, the author provides a survey conducted among the video-game players. I find this argument problematic in several reasons.

First, the author gives no evidence to show that the sample is representative and the number of the respondents is sufficient to stand for the total number. It is possible that the respondents of the survey are those who have the higher demand of the graphics while others value other factors of the game such as the background music, the content of the story, and so forth.

Furthermore, even assuming the survey is representative of the whole player trend, there is no evidence to indicate that the major players are people 10 to 25. It is entirely possible that the major players are people older than 25 who have already worked and plenty time and money to play the game regarding of the high invest on the up-to-date computer mentioned in this editorial. 10 to 25 years old people, most students probably, are likely just to play the game occasionally but not buy it considering their parents may be against to this time and money-wasting consumption.

Finally, the factors that may influence on the sales of the Whirlwind video games are many aside from the games quality. The author fails to rule out the possibility that there may exist other kinds of games which are more suitable to most of the players because these games provide a better quality and cheaper price. Or perhaps the advertisement is not so appealing that it dose not impress the players at all. Without ruling out these possibilities, the author cannot demonstrate the assumption that the sales of the video games are likely to increase.

To sum up, the argument is wholly indefensible as it stands. To better assess its value, the author must provide strong evidence that the survey is representative and the 10 to 25 people are the major players and that this game is competitive to other similar games.
小结:感觉你们的A都没什么问题了。只有学习学习了。
这个暑假别样凉爽.......给自己一个全新的自己......

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板凳
发表于 2007-7-27 00:16:46 |只看该作者
In this editorial, the arguer concludes that as the increasing sales of the video games Whirlwind to the youth, the profits of the company must increase consequently. To support the conclusion, the author provides a survey conducted among the video-game players. I find this argument problematic in several reasons.

First, the author gives no evidence to show that the sample is representative and the number of the respondents is sufficient to stand for the total number. It is possible that the respondents of the survey are those who have the higher demand of the graphics while others value other factors of the game such as the background music, the content of the story, and so forth.
Furthermore, even assuming the survey is representative of the whole player trend, there is no evidence to indicate that the major players are people 10 to 25. It is entirely possible that the major players are people older than 25 who have already worked and plenty time and money to play the game regarding of the high invest on the up-to-date computer mentioned in this editorial. 10 to 25 years old people, most students probably, are likely just to play the game occasionally but not buy it considering their parents may be against to this time and money-wasting consumption.
Finally, the factors that may influence on the sales of the Whirlwind video games are many aside from the games quality. The author fails to rule out the possibility that there may exist other kinds of games which are more suitable to most of the players because these games provide a better quality and cheaper price. Or perhaps the advertisement is not so appealing that it dose not impress the players at all. Without ruling out these possibilities, the author cannot demonstrate the assumption that the sales of the video games are likely to increase.
Advertisement方面可以多花点笔墨的它毕竟比the factors that may influence on the sales of the Whirlwind video games are many aside from the games quality好说明一些

To sum up, the argument is wholly indefensible as it stands. To better assess its value, the author must provide strong evidence that the survey is representative and the 10 to 25 people are the major players and that this game is competitive to other similar games.


全文论述很清晰,主要批驳点都找到了,语言也不错。
高加索的A写得越来越流畅了。

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地板
发表于 2007-7-27 15:05:35 |只看该作者
In this editorial, the arguer concludes that as theincreasing sales of the video games Whirlwind to the youth, the profits of thecompany must increase consequently. To support the conclusion, the authorprovides a survey conducted among the video-game players. I find this argumentproblematic in several reasons.

First, the author gives no evidence to show that the sample is representativeand the number of the respondents is sufficient to stand for the total number.It is possible that the respondents of the survey are those who have the higherdemand of the graphics while others value other factors of the game such as thebackground music, the content of the story, and so forth.

Furthermore, even assuming the survey is representative of the whole playertrend, there is no evidence to indicate that the major players are people 10 to25. It is entirely possible that the major players are people older than 25 whohave already worked and plenty time and money to play the game regarding of thehigh invest on the up-to-date computer mentioned in this editorial. 10 to 25years old people, most students probably, are likely just to play the gameoccasionally but not buy it considering their parents may be against to thistime and money-wasting consumption.

Finally, the factors that may influence on the sales of the Whirlwind videogames are many aside from the games quality. The author fails to rule out thepossibility that there may exist other kinds of games which are more suitableto most of the players because these games provide a better quality and cheaperprice. Or perhaps the advertisement is not so appealing that it dose notimpress the players at all. Without ruling out these possibilities, the authorcannot demonstrate the assumption that the sales of the video games are likely toincrease.

To sum up, the argument is wholly indefensible as it stands. To better assessits value, the author must provide strong evidence that the survey isrepresentative and the 10 to 25 people are the major players and that this gameis competitive to other similar games.

想找点毛病都没挑到,短小精悍的好文,学习了,呵呵

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RE: Argument147 [勇往直前小组] 第六次作业 [修改]
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