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------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.'
------提纲------
1.没有交代调查的群体的人数占总游戏人数的比例,比例太低这个调查不具备代表性.
2.调查的问题对于购买游戏多少没有太大意义.喜爱不代表会买.买还要考虑价格的因素,且游戏需要最先进的pc.
3.没有证据证明10到25岁是游戏的玩家.
4.没有考虑其他会影响销售的因素.比如市场的供求关系.
------正文------(总字数:413)
The argument concludes that the sales of Whirlwind video games are likely to increase dramatically in the next months. To support the conclusion, the arguer points out that the survey indicates the sales trend of video games providing lifelike graphics. And the arguer also points the fact that Whirlwind introduced extensive advertisements. Nevertheless, close scrutiny of the argument reveals several logical problems, which render it unconvincing.
First of all, the survey that the argument depends on is potentially problematic. We are not informed whether the survey's respondents were representative of the overall population of video-game players. The smaller the sample, the greater the possibility for biased results, and the less reliable the survey. Without providing the percentage of respondents in the video games players, the survey's suggestion that the sales is about to increase is dubious at best, not even to say the Whirlwind's sales will increase dramatically.
Secondly, the survey reflects the video game's characters their players persuit, yet it is entirely possible these inclination are not in accord with the true preference which they are going to purchase. Perhaps video games provides lifelike graphics are too expensive to buy for common video game players, or perhaps since these kinds of games require most up-to-date computers, the majority potential customers have to give up purchasing for unqualified computers. In short, without accounting for these possibilities, the author cannot rely on the respondents' answer to conclude that video game players will buy lifelike graphics video games.
A third problem with the argument is that it depends on a unsubstantiated assumption that 10 to 25 years old peoples are video game players. Without evidence to support this assumption, it is entirely possible that 25-35-year-old peoples are video players. If that is the case, then extensive advertising is uneffective to increase the sales of Whirlwind video games.
Last but not least, the argument fails to consider any other possible factors that might affect the sales of Whirlwind video games. For instance, the demand and supprt relationship of this kind of video game is not investigated. If many productors are also provide similar products, and such products in the market is nearly saturation, it might actually portend failture for Whirlwind.
To sum up, the article is unpersuasive as it stands. To make the argument more convincing, the arguer would have to provide more information concerning the survey. To betterevaluate the argument, we would need more information about the market situation in the video games.
[ 本帖最后由 gaojiehaha 于 2007-12-8 12:18 编辑 ] |
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