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[a习作temp] Argument147 第三次作业【Gstrive】请猛拍 终于能登录了 [复制链接]

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发表于 2008-3-1 15:32:30 |只看该作者 |倒序浏览
【Argument147】
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.”
思路:
1,调查的可靠性
2,10-25是主要客户群体缺乏必要的证明
3,仅仅通过上述简单的“事实”而不考虑未来的经济环境得出结论是不可靠的
Suspects about the survey: Who did it? Who are the interviewees? The total number of sample is enough?
Most: other factors like the audio effects, aspiring pursuit, easy control.
10-25 years old: believable(adults and adolescent)? are they the chief group among Whirlwind players? Can it be concluded from the survey (what’s the age span of the survey)?
Increase dramatically: competitors? industry phenomenon? Economic atmosphere? Players’ cost on hardware?
The author concludes the probable sharp increase on sales of Whirlwind video games. To convince the readers, he cites the result of a recent survey of video-game players that lifelike graphics, appearing in several Whirlwind games, play the most important role in a video-game and launch an extensive advertising campaign directed at people 10 to 25 years old. While in my point of view, this statement suffers from several severe flaws as followed.
The first suspect springs from the survey itself, directed to video-game players. Was it led by a professional company or organization? Are the interviewees limited in a small range? To what extent is it reliable about the result? No convincible evidence can clear such suspects. If the fundamental data or facts cannot prove justice and objective, how could the conclusion, what matters most in a video-game is lifelike graphics, directly led by such basic elements be used as a proof of prediction about the sales? Meanwhile, there are no comparing statistical facts pointing out to what extent ‘most’ stands.
Secondly, whether the aimed age group, 10 to 25, can be technically regarded as the chief player group for the Whirlwind deserves doubting. Vigorous and curious about new things as they are, people aged between 10 and 25 have their own limitations to play video-games, one of which concerns about monetary matter. To have a better exciting experience in the games, they are always forced to upgrade their personal computers whose central processing units run frequently enough to undertake the considerable operations during the games; the conflict comes along between the money they demand and the little income. From this perspective, they are likely not the chief player group though they usually show great passion about playing such games.
Even worse, the author shows his increasing expectation on sales simply based on the factors above, plus extensive advertisements, but neglects the whole quality of Whirlwind games, industry sector trend, competitors’ products, as well as domestic economic environment. Even though Whirlwind video-games can aim to the chief players, such considerations have to be taken into while making the general prediction. A player does not only pursue for visual satisfaction in a game, but also seeks comprehensive comfort, such as sound effect, role design, lasting interest. Meanwhile, other video-game providers may also have noticed the trend and make every efforts to regain the proportion in this field, definitely causing cut-throat competition. An even worse problem derives from domestic economic environment. As the unexpected sub-debt crisis spreads among the whole US, sharply declines the consuming in unnecessary products and services; as a dispensable service, video-games might be not well sold.
In sum, being short of authorized statistics about the survey, lacking of investigated facts about the chief consumer groups, showing inadequate relationship between all possible factors, it is not so persuasive to make the conclusion that there will be a sharp increasingly reverse on the sales of video-games for Whirlwind.
如果因为失去太阳而落泪,那么你也会失去繁星!
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沙发
发表于 2008-3-3 12:10:19 |只看该作者
不好意思贴错了地方

[ 本帖最后由 icedmath 于 2008-3-3 12:12 编辑 ]
如果因为失去太阳而落泪,那么你也会失去繁星!

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板凳
发表于 2008-3-3 13:39:48 |只看该作者
in my point of view还是别用的好,有点主观。。
such considerations have to be taken into有点问题,
我觉得应该说such possibilities have to be taken into consideration~
pursue for改成pursue,好像及物的~
楼主写的还是蛮好的,赞一个~

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地板
发表于 2008-3-3 16:55:48 |只看该作者
原帖由 月光曲 于 2008-3-3 13:39 发表
in my point of view还是别用的好,有点主观。。
such considerations have to be taken into有点问题,
我觉得应该说such possibilities have to be taken into consideration~
pursue for改成pursue,好像及 ...

谢谢您的点评,小生接收了:)
如果因为失去太阳而落泪,那么你也会失去繁星!

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RE: Argument147 第三次作业【Gstrive】请猛拍 终于能登录了 [修改]

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Argument147 第三次作业【Gstrive】请猛拍 终于能登录了
https://bbs.gter.net/thread-807520-1-1.html
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