GRE Argument147

本文分析了一篇商业杂志中关于Whirlwind电子游戏销售趋势的文章。文章基于一项调查和新产品发布,预测销售将出现显著增长。然而,该预测存在多处疑点,包括调查地点、样本选择、玩家偏好与实际购买行为之间的差距、目标群体偏好不明等。

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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: 356          TIME: 00:30:00          DATE: 2011-3-24 18:32:24

The author of this editorial argued that the sales of Whirlwind video games area likely to increase dramatically in the next few months.To support his opinion,he refers to some facts.Firstly,a survey shows that the sales trend of video is about to be reversed.Secondly,Whirlwind has just introduced some games which are likely to catch the attention of people 10 to 25 years old who are most likely to play video games.However,there are some unconvincing opinions in this argue which make it impossible to be comprehensive.
Firstly,we don't know where the survey took place.Maybe the survey is done in a place far away from local.Or it is a overall survey across the whole country.In that way,this survey is unable to predict the video games trends locally.To make it convincing,the survey area needs to be told and the area should cover where Whirlwind video games's market is.
Secondly,we can not be sure of whether the survey picked the average sample.Does the survey pick up a specific number of passers on the road randomly?Or just some game players during a game competitions?We've no idea about that.If the survey objects(people) are some guys in a game show where most games provide lifelike graphics,the survey's effect is obviously weak.
Thirdly,preference to lifelike graphics doesn't mean they would pay for it.Assuming that the survey is well managed,we can not be sure about the sales of our games.People like it doesn't mean that they are willing to buy it.We know the cost of a lifelike graphics is big and the sales price is reletively high.Maybe it will be far beyong the criteria in gamer's mind.We can not judge a conclusion without consider the price of the game.
Fourthly,computers may be not up-to-date enough.Another factor which stops games from buying lifelike grahpics games is the game equipment.The money to update new computers is considerable and it should be well considered.
Fifthly,no evidence shows that people 10 to 25 years old are like games with lifelike graphics.
In sum,conclusions can not be judged by this argue.To make it convincing,small details of survey should be revealed.Maybe more surveys revolved the game price should also be refered to.

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