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: 414 TIME: 0:30:00 DATE: 2006-8-2
In this argument, the speaker asserts that the sales of Whirlwind(WW) video games are likely to increase dramatically in the next few months after they introduce WW with lifelike graphics to people 10 to 25 years old who most likely to play video games. The author also cites a survey suggesting that players prefer games that providing lifelike graphics and requiring the most up-to-date computers to support that their measures will be efficient. The assertion seems reasonable, however careful scrutiny on evidence and the survey reveals that it lends little credible support to the claim.
First, the arguer relies on the assumption that the problem of decline in WW's sales can be solved by introducing of the new games and ad campaign which has not been substantiated. There are various reasons causing decline in sales for example the exorbitant price, poor management or ill-mannered service etc. Perhaps their advertisements are not attractive so it is entirely possible that their sales won't be improved if they use their original form. Ignoring other possible factors that may also lead to the decline in sales, the speaker can not draw any convincing conclusion.
Secondly, no evidence assures that the survey is statistically reliable. To strongly support the claim, the survey should have a sample sufficient in size and representative. However no detailed information has been found in the argument. If the number of players who were asked is small and maybe they come from one place or they are similar in age so their answers can not represent all players’ attitudes. Unless the author gives us enough evidence that the sample is proper, the survey is unpersuasive.
Furthermore, the question asked to those video-game players is too simple and can not represent customs' need of video-game. As we all know, factors influencing popularity of a game include its story, sound effect, music, character design and so forth. Yet the survey only asked one question on the most important factor which can not reflect players' need completely. So even the company satisfies customs in graphic and computers the game may not be popular.
Finally, the speaker points out that people 10 to 25 years old are most likely to play video games which is doubtful. The arguer has not cited any survey or study to indicate that players between 10 and 25 years old like video games as a result this conclusion can not be taken seriously. Even assuming that this age-group really are enthusiastic in video-games, however the sample of the survey cited above may not be in this age-group. If the researchers asked people in all ages, the result of the survey may not be useful on those younger; after all young people’s preference is much different from others’.
In sum the conclusion is specious due to the dubious survey and fallacious analogy. To improve the sales, the speaker should find the most interested people in video-games and ask them their needs on games in every aspect. To bolster it, other possible factors influencing the sales should be considered too.
In this argument, the speaker asserts that the sales of Whirlwind(WW) video games are likely to increase dramatically in the next few months after they introduce WW with lifelike graphics to people 10 to 25 years old who most likely to play video games. The author also cites a survey suggesting that players prefer games that providing lifelike graphics and requiring the most up-to-date computers to support that their measures will be efficient.(effective?) The assertion seems reasonable, however careful scrutiny on evidence and the survey reveals that it lends little credible support to the claim.
First, the arguer relies on the assumption that the problem of decline in WW's sales can be solved by introducing of the new games and ad campaign which has not been substantiated. There are various reasons causing decline in sales for example the exorbitant price, poor management or ill-mannered service etc. Perhaps their advertisements are not attractive so it is entirely possible that their sales won't be improved if they use their original form. Ignoring other possible factors that may also lead to the decline in sales, the speaker can not draw any convincing conclusion.
Secondly, no evidence assures that the survey is statistically reliable. To strongly support the claim, the survey should have a sample sufficient in size and representative. However no detailed information has been found in the argument. If the number of players who were asked is small and maybe they come from one place or they are similar in age so their answers can not represent all players’ attitudes. Unless the author gives us enough evidence that the sample is proper, the survey is unpersuasive.
Furthermore, the question asked to those video-game players is too simple and can not represent customs' need of video-game. As we all know, factors influencing popularity of a game include its story, sound effect, music, character design and so forth. Yet the survey only asked one question on the most important factor which can not reflect players' need completely. So even the company satisfies customs in graphic and computers the game may not be popular.
Finally, the speaker points out that people 10 to 25 years old are most likely to play video games which is doubtful. The arguer has not cited any survey or study to indicate that players between 10 and 25 years old like video games as a result this conclusion can not be taken seriously. Even assuming that this age-group really are enthusiastic in video-games, however the sample of the survey cited above may not be in this age-group. If the researchers asked people in all ages, the result of the survey may not be useful on those younger; after all young people’s preference is much different from others’
In sum the conclusion is specious due to the dubious survey and fallacious analogy. To improve the sales, the speaker should find the most interested people in video-games and ask them their needs on games in every aspect. To bolster it, other possible factors influencing the sales should be considered too.
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: 414 TIME: 0:30:00 DATE: 2006-8-2
In this argument, the speaker asserts that the sales of Whirlwind(WW) video games are likely to increase dramatically in the next few months after they introduce WW with lifelike graphics to people 10 to 25 years old who most likely to play video games. The author also cites a survey suggesting that players prefer games that providing lifelike graphics and requiring the most up-to-date computers to support that their measures will be efficient. The assertion seems reasonable, however careful scrutiny on evidence and the survey reveals that it lends little credible support to the claim.开头最好不要复述文章而是理清逻辑吧
First, the arguer relies on the assumption that the problem of decline in WW's sales can be solved by introducing of the new games and ad campaign which has not been substantiated. There are various reasons causing decline in sales for example the exorbitant price, poor management or ill-mannered service etc. Perhaps their advertisements are not attractive so it is entirely possible that their sales won't be improved if they use their original form. Ignoring other possible factors that may also lead to the decline in sales, the speaker can not draw any convincing conclusion.
Secondly, no evidence assures that the survey is statistically reliable. To strongly support the claim, the survey should have a sample sufficient in size and representative. However no detailed information has been found in the argument. If the number of players who were asked is small and maybe they come from one place or they are similar in age so their answers can not represent all players’ attitudes. Unless the author gives us enough evidence that the sample is proper, the survey is unpersuasive.
Furthermore, the question asked to those video-game players is too simple and can not represent customs' need of video-game. As we all know, factors influencing popularity of a game include its story, sound effect, music, character design and so forth. Yet the survey only asked one question on the most important factor which can not reflect players' need completely. So even the company satisfies customs in graphic and computers the game may not be popular.可以并到上一段哦~
Finally, the speaker points out that people 10 to 25 years old are most likely to play video games which is doubtful. The arguer has not cited any survey or study to indicate that players between 10 and 25 years old like video games as a result this conclusion can not be taken seriously. Even assuming that this age-group really are enthusiastic in video-games, however the sample of the survey cited above may not be in this age-group. If the researchers asked people in all ages, the result of the survey may not be useful on those younger; after all young people’s preference is much different from others’. 这个点好像有点小了,我觉得10~25岁的问题是:1 和survey中不对应 2 没有能力负担电脑更新的钱,所以广告方向错误
In sum the conclusion is specious due to the dubious survey and fallacious analogy. To improve the sales, the speaker should find the most interested people in video-games and ask them their needs on games in every aspect. To bolster it, other possible factors influencing the sales should be considered too.
前半部分还是很有条理的
后面就开始有点乱了
不过限时的还是很可喜的哦~~
加油MM