- 最后登录
- 2007-10-6
- 在线时间
- 0 小时
- 寄托币
- 1100
- 声望
- 0
- 注册时间
- 2005-12-11
- 阅读权限
- 25
- 帖子
- 5
- 精华
- 0
- 积分
- 960
- UID
- 2166321

- 声望
- 0
- 寄托币
- 1100
- 注册时间
- 2005-12-11
- 精华
- 0
- 帖子
- 5
|
我爱砖头~谢谢各位帮俺提高的好心人!
论证段提纲:
1、无效调查:人数及代表性
2、无理假设:谁告诉你 consumers 是 10-25 岁?
3、急于概括:就算你说得都对,我嫌你贵,嫌你情节没劲,音效不好,就是不买不行么?!
正文:
The author, an employee worked in a business magazine, recommends that the games recently introduced by Whirlwind video games, which provide lifelike graphics and require the most up-to-date computers, would be popular among plays. To support this recommendation, the arguer cites two facts: (1)that a survey reveals that players prefer games that provide lifelike graphics, which require the most up-to-date computers and (2) that people 10 to 25 years old, the age-group the company directed at, are most likely to play video games. Close scrutiny of the evidence, however, reveals that both of them lend little credible support to the recommendation.
First of all, the survey mentioned by the author is too vague to be informative. I am not informed that who responded the survey. If, for instance, the people surveyed are students' in a noble school and consequently they are not qualified to reflect the preference of ordinary consumers who perhaps cannot afford the most-up-to-date computer. Furthermore, the author does not provide any evidence to indicate whether the respondents constitute a large enough sample so as to be representative of the overall consumers. As a result, before I am informed that the respondents indeed are representative both in aspects of number and identity, this survey is meaningless to me.
Secondly, the author falsely depends on a gratuitous assumption that people 10 to 25 years old are most likely to play video games. Actually, this is not necessarily the case. For example, it is entirely possible that although the teenagers are enthusiastic about computer games, their parents disallow them to play too much due to health and study reasons. Moreover, in the high competitive society, every people is under considerable pressure, which might make people 30, even 40, would like to play computer games as relaxation. In short, the arguer provides little indication for this assumption.
Even assuming that ordinary players are during age 10-25 and most of them can afford the luxury computer, the author fails to provide any compelling reason why consumers are bound to choose Whirlwind video games' products. In fact, besides graphics, numerous factors contribute to the consumers’ choice, such as price, story line, music and so on. Moreover, there must be a lot of competitors in computer game market, all of which are unjustifiably ignored by the author.
In conclusion, recommendation is undermined by its invalid survey, false assumption and hasty generalization that all make it unconvincing as it stands. To bolster the argument the author must provide clear evidence—such as a valid survey-- to claim consumers' requirements. And I also need to know the advantages of Whirlwind video games compared to other competitors.
[ 本帖最后由 benni 于 2006-6-9 23:56 编辑 ] |
|