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[a习作temp] argument147 为我所用小组第二次作业 [复制链接]

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发表于 2008-3-24 17:38:25 |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: 430          TIME: 00:30:00          DATE: 2008-3-24 14:32:54

The author concludes that their new video games will undoubtedly be a success due to several reasons such as that their games are designed to meet the demand of video-game players who have replied to their survey and they have also introduced the games through extensive advertising campaign to a certain age-group who are most likely to play video games. However, close scrutiny of the argument, reveals that they lend no credible support to the statement.
To begin with, the author has not provided the number of the video-game players who have replied to the survey. It is entirely possible that this number is too small to be representative of most players. Maybe most players consider other features as the most important features of video games rather than lifelike graphics. Thus, if Whirlwind takes the consequence of the survey seriously and produce the games which are only excellent in lifelike graphics, it will not make profits.
Secondly, even if the number of players is large enough to represent most players and it is true that they prefer lifelike graphics which require the most up-to-date computers, it is entirely possible that they themselves actually cannot afford such computers. They just view the factor as an essential one to a video game. Maybe they are saving money to buy a computer to be compatible with the games, but it will take some time and many other companies will have produced even better games at that time which will replace the WW games. Thus, there will not be as many customers as WW has expected , not to mention the significant increase in their sales.
Thirdly, even if the above assumptions are true, the author further claims that they have introduced the games with an extensive advertising campaign directed at people 10 to 25 which is dubious. Because the author has not provided any evidence to show how have they known the advertisements are facing the age-group. What's more, she also has not substantiated that the age-group are most likely to play video games. Consequently, if they place great importance on such advertisements, which will not be as effective as they have imagined, they cannot obtain profits.
In conclusion, the author's assertion is not convincing. To better bolster it, he has to provide more information such as the number of players who replied to the survey and do more investigation to confirm that most players really view the feature as the most important one and they can afford an expensive computer to play them. Also, he has to make sure that their advertisements will be effective.

[ 本帖最后由 liyue24 于 2008-3-25 15:28 编辑 ]
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发表于 2008-3-25 11:15:44 |只看该作者
The author concludes that their new video games will undoubtedly be a success due to several reasons such as that their games are designed to meet the demand of video-game players who have replied to their survey and they have also introduced the games through extensive advertising campaign to a certain age-group who are most likely to play video games. However, close scrutiny of the argument,(去掉) reveals that they lend no credible support to the statement.

To begin with, the author has not provided the number of the video-game players who have replied to the survey. It is entirely possible that this number is too small to be representative of most players. Maybe most players consider other features as the most important features of video games rather than lifelike graphics. Thus, if Whirlwind takes the consequence of the survey seriously and produce the games which are only excellent in lifelike graphics, it will not make profits.

Secondly, even if the number of players is large enough to represent most players and it is true that they prefer lifelike graphics which require the most up-to-date computers, it is entirely possible that they themselves actually cannot afford such computers. They just view the factor as an essential one to a video game. Maybe they are saving money to buy a computer(which is) to be compatible with the games, but it will take some time and many other companies will have produced even better games at that time which will replace the WW's games. Thus, there will not be as many customers as WW has expected , not to mention the significant increase in their sales.

Thirdly, even if the above assumptions are true, the author further claims that they have introduced the games with an extensive advertising campaign directed at people 10 to 25 which is dubious. Because the author has not provided any evidence to show how have(去掉) they (have)known the advertisements are facing the age-group. What's more, she also has not substantiated that the age-group are most likely to play video games. Consequently, if they place great importance on such advertisements, which will not be as effective as they have imagined, they cannot obtain profits.

In conclusion, the author's assertion is not convincing. To better bolster it, he has to provide more information such as the number of players who replied to the survey and do more investigation to confirm that most players really view the feature as the most important one and they can afford an expensive computer to play them. Also, he has to make sure that their advertisements will be effective.

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板凳
发表于 2008-3-26 00:06:06 |只看该作者
The author concludes that their new video games will undoubtedly be a success due to several reasons such as that their games are designed to meet the demand of video-game players who have replied to their survey and they have also introduced the games through extensive advertising campaign to a certain age-group who are most likely to play video games. However, close scrutiny of the argument, reveals that they lend no credible support to the statement.
To begin with, the author has not provided the number of the video-game players who have replied to the survey. It is entirely possible that this number is too small to be representative of most players. Maybe most players consider other features as the most important features of video games rather than lifelike graphics. Thus, if Whirlwind takes the consequence of the survey seriously and produce the games which are only excellent in lifelike graphics, it will not make profits.(我感觉质疑他的调查人群是否是10-25也写进去比较好)

Secondly, even if the number of players is large enough to represent most players and it is true that they prefer lifelike graphics which require the most up-to-date computers, it is entirely possible that they themselves actually cannot afford such computers. They just view the factor as an essential one to a video game. Maybe they are saving money to buy a computer to be compatible with the games, but it will take some time and many other companies will have produced even better games at that time which will replace the WW games. Thus, there will not be as many customers as WW has expected , not to mention the significant increase in their sales.(这段论证很到位,只得学习)
Thirdly, even if the above assumptions are true, the author further claims that they have introduced the games with an extensive advertising campaign directed at people 10 to 25 which is dubious. Because the author has not provided any evidence to show how have they known the advertisements are facing the age-group. What's more, she also has not substantiated that the age-group are most likely to play video games. Consequently, if they place great importance on such advertisements, which will not be as effective as they have imagined, they cannot obtain profits.
In conclusion, the author's assertion is not convincing. To better bolster it, he has to provide more information such as the number of players who replied to the survey and do more investigation to confirm that most players really view the feature as the most important one and they can afford an expensive computer to play them. Also, he has to make sure that their advertisements will be effective.

怎一个好字了得,回头还得向你取经^_^

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地板
发表于 2008-3-26 16:31:06 |只看该作者

修改

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: 430          TIME: 00:30:00          DATE: 2008-3-24 14:32:54

The author concludes that their new video games will undoubtedly be a success due to several reasons such as that their games are designed to meet the demand of video-game players who have replied to their survey and they have also introduced the games through extensive advertising campaign to a certain age-group who are most likely to play video games. However, close scrutiny of the argument, reveals that they lend no credible support to the statement.To begin with, the author has not provided the number of the video-game players who have replied to the survey. It is entirely possible that this number is too small to be representative of most players. Maybe most players consider other features as the most important features of video games rather than lifelike graphics. Thus, if Whirlwind takes the consequence of the survey seriously and produce the games which are only excellent in lifelike graphics, it will not make profits.Secondly, even if the number of players is large enough to represent most players and it is true that they prefer lifelike graphics which require the most up-to-date computers, it is entirely possible that they themselves actually cannot afford such computers. They just view the factor as an essential one to a video game. Maybe they are saving money to buy a computer to be compatible with the games, but it will take some time and many other companies will have produced even better games at that time which will replace the WW games. Thus, there will not be as many customers as WW has expected , not to mention the significant increase in their sales.Thirdly, even if the above assumptions are true, the author further claims that they have introduced the games with an extensive advertising campaign directed at people 10 to 25 which is dubious. Because the author has not provided any evidence to show how have theythey have known the advertisements are facing the age-group. What's more, she also has not substantiated that the age-group are most likely to play video games. Consequently, if they place great importance on such advertisements, which will not be as effective as they have imagined, they cannot obtain profits.In conclusion, the author's assertion is not convincing. To better bolster it, he has to provide more information such as the number of players who replied to the survey and do more investigation to confirm that most players really view the feature as the most important one and they can afford an expensive computer to play them. Also, he has to make sure that their advertisements will be effective.

精彩,我要向你多学习

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RE: argument147 为我所用小组第二次作业 [修改]

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