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[i习作temp] Argument147 潜移默化小组第一次作业 望指点! [复制链接]

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发表于 2007-2-10 15:17:45 |显示全部楼层
Argument 147
"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."

The syllabus
1、  Is the survey sample large enough to be representative?
2、  What question was asked in the survey?
3、  Those who were surveyed may not be 10 to 25years old.
4、  Are the video-game players able to afford the most up-to-date competers?

In this editorial, the arguer makes a conclusion that the sales of Whirlwind video games will resurrect on the basis of a recent survey. Close scrutiny reveals a series of flaws in the survey and result in an unsubstantiated argument.

The fist question we have to ask about the survey is that are those who take this survey is representative enough to successfully support the assumption that most video-game player’s favorite is games that provide lifelike graphics? For the reason that the arguer has not mentioned a word about the proportion of the video-game players take in the total numbers, I cannot be convinced that a myriad of video-game players would like the games introduced be Whirlwind recently.

However, even if we accept the assumption that most of the video-game players are responded in the recent survey, we should ask another question: What question was asked in the survey? If the asked question has some limits on the options provided to the informantsuch as “please choose the one you think the most important feature in a video-game from options below”, the accuracy would be doubted because that this, however, could be a induce in disguised form.

Moreover, even though those talked above are all not the essential factors, why do we believe that an extensive advertising campaign directed at people 10 to 25 is of use in increasing the sales of Whirlwind video?  It is entirely possible that there are only a few of them take this survey and then the fact may be that the video-game players who prefer games that provide lifelike graphics are the ones who are not involved in 10 to 25 years old individuals. With no evidence to support this, the extensive advertising campaign directed at merely the 10 to 25 old years people may be a unadvised strategy, let alone there would be any increase in the sales of the games.

Last but not least, even we admit that there are a series of people 10 to 25 like the games very much, the author ignores that these games have a fatal disadvantage that they require most up-to-date computers. Can the video-game players afford this? Perhaps they may prefer a game take little money to play which although they do not like too much.

In conclusion, this argument as a predict is specious since the survey the author cites and the extensive campaign are unsubstantiated. To strengthen his conclusion, the author need to provide the authenticity of the recent survey and verify weather the group of 10 to 25 years old people are interested in the newly produced game by Whirlwind. I also need to know whether the game-players can afford the games.

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发表于 2007-2-10 20:54:37 |显示全部楼层

迟了点点啊!

Argument 147
"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."

The syllabus
1、  Is the survey sample large enough to be representative?
2、  What question was asked in the survey?
3、  Those who were surveyed may not be 10 to 25years old.
4、  Are the video-game players able to afford the most up-to-date competers?

In this editorial, the arguer makes a conclusion that the sales of Whirlwind video games will resurrect on the basis of a recent survey. Close scrutiny reveals a series of flaws in the survey and result in an unsubstantiated argument.

The fist question we have to ask about the survey is that are those who take this survey is representative enough to successfully support the assumption that most video-game player’s favorite is games that provide lifelike graphics? For the reason that the arguer has not mentioned a word about the proportion of the video-game players take in the total numbers, I cannot be convinced that a myriad of video-game players would like the games introduced be Whirlwind recently.

However, even if we accept the assumption that most of the video-game players are responded in the recent survey, we should ask another question: What question was asked in the survey? If the asked question has some limits on the options provided to the informantsuch as “please choose the one you think the most important feature in a video-game from options below”, the accuracy would be doubted because that this, however, could be a induce in disguised form.我觉得这一个不算错误,因为文章中指明了The survey asked video-game players what features they thought were most important in a video game.

Moreover, even though those talked above are all not the essential factors, why do we believe that an extensive advertising campaign directed at people 10 to 25 is of use in increasing the sales of Whirlwind video?  It is entirely possible that there are only a few of them take this survey and then the fact may be that the video-game players who prefer games that provide lifelike graphics are the ones who are not involved in 10 to 25 years old individuals. With no evidence to support this, the extensive advertising campaign directed at merely the 10 to 25 old years people may be a unadvised strategy, let alone there would be any increase in the sales of the games.

Last but not least, even we admit that there are a series of people 10 to 25 like the games very much, the author ignores that these games have a fatal disadvantage that they require most up-to-date computers. Can the video-game players afford this? Perhaps they may prefer a game take little money to play which although they do not like too much.

In conclusion, this argument as a predict is specious since the survey the author cites and the extensive campaign are unsubstantiated. To strengthen his conclusion, the author need to provide the authenticity of the recent survey and verify weather the group of 10 to 25 years old people are interested in the newly produced game by Whirlwind. I also need to know whether the game-players can afford the games.



整体来说,其他的错误都找的很全,说理也很充分,赞一个!

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RE: Argument147 潜移默化小组第一次作业 望指点! [修改]

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