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我写的
Argument147 第11篇
作者: 共用时间:40分30秒 415 words
从2005年6月10日23时42分到2005年6月11日0时40分
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.'
-----正文---
In this editorial, the author makes a conclusion that the sales of Whirlwind will be reversed which based on a survey of video-game players and an assumption that the 10-25 years youth who are the main potential customers would welcome the company's new game. Unfortunately, either the survey or the assumption is unwarranted.
First of all, the author provides no evidence to validate that the survey is a persuasive one. Whether the number of the people involved in the survey is large enough, or the people are chosen randomly is not classified. Perhaps the survey was conducted just in one web-bar with a group of players, or perhaps, on the street with some passengers. Without any concrete and statistical data to guarantee the rationality for this survey, we could hardly accept that these respondents could represent the conception of total or even most video-game players.
Moreover, though the players render that the lifelike graphics and up-to-date computers are the fundamental elements to attract video-players, it is hasty to make the conclusion that the decrease of sales of Whirlwind company results from this reason. A favorable video-game includes several factors to guarantee its sales, such as the content, difficult, demanding for skill, and price of the game. Without taking into account and ruling out these possible defects, it is insufficient to recommend that with improving the graph could the company gain profit in future.
Finally, the people rank from 10 to 25 years old who are the most intersted in video-game might not accept this kind of game which would be designed by Whirlwind. It is entirely possible that these youth are mostly indulged in the games which are full of fight and fierce sound. Even if this group of players like the game produced by the company, could these young people be able to represent all players out of this age scope? It is also entirely possible that the amount of this young group is pretty small than that of 30s or 40s and the later group are the main customers.
In the final analysis, in this argument, the author does not provide any persuasive evidence to convince us. To support his or her recommendation for reversing plan, the author should testify the representative of the survey, the true reason for Whirlwind's game to attract players, and the successful possibility of their advertising campaign. Before I accept the conclusion, I also need to know that whether the players have had the same kind game as the planning one of Whirlwind and could like to buy another more one which might be similar with their owning. |
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