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[a习作temp] Agument147[为我所用第二次作业] [复制链接]

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发表于 2008-3-25 11:26:55 |只看该作者 |倒序浏览



TOPIC: 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."
WORDS: 387          TIME: 00:54:55          DATE: 2008-3-13 22:33:10

Probably the conclusion of the enthusiasm about the increase of sales of whirlwind Video games will grasp the confidence and acceptations of the readers who just have first glance of this argument. To support the conclusion, arguer highlights the survey among the video-game players which maintains the future way to run the Whirlwind video games, which interest in games providing lifelike graphics requiring the most up-to-date computers. However, the lack of reasonable information dose not convince readers but only shows vague, unwarranted, oversimplified and misleading assumption.

At first, the arguer dose not provide the enough details of the surveys of video-game plays about what features they thought were most important in a video game. Who do the players surveyed include? Are they chosen totally random or not? What is the range of the age of those players? Unless provides such information, can the arguer prove the scientific and valid of the survey.

What's more, even if we admit the survey suggests a kind of game which will obtain the attention of players, it is also too hasty to conclude the revenue of Whirlwind video game are likely to increase dramatically in the next few months. It's easy to tell the difference between an attractive commodity and one bought well. As we usually encounter a lovely panting eventually turn to erosion one in the corner of shop around with lots of similar looks ones, why must a lifelike graphics bring dramatically profits in the completive market.

The arguer also decreases the credit of the conclusion by lack credible assumptions in several others dimensions. Do people will to buy the most up-to-date computer just to satisfy the demanding of computer games? Do people at 10 to 25 years old really becomes the source of clients who bring considerable profits to Whirlwind, while mostly of them are students with pressure from parents, teachers, society, peers, and future. We have enough reasons to suspect the process of assumption.

To sum up, although the arguer attempts to persuade readers to believe the sales trend of Whirlwind video games is about to be reversed. But fails to provide more creditable proof, the arguer also fails to win our acceptations. Until the arguer can provide concrete evidence, especially the information concerning the scientific of survey, I would suspend my judgment about the credibility of the recommendation.

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