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Created: Nov 1, 2018
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PHASE TWO: Video Games of Flagler Students in Fall 2018
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The first phase of this project, he video gaming habits of a sample of 150 Flagler College students from fall semester 2018 was explored. In phase two the same sample of 150 students will be separated into two smaller samples. The two samples of the Flagler College students who do not think video games make them non-violence and sample of Flagler College student who think video games make them violence. With phase two, the two samples will be well-defined with a simple phrase. “Non-Violence” will define the sample of those Flagler College students who do not think video games has a violence effect on their lives and “Violence” will refer to the Flagler College students who do think video games has a violence has a violence effect on their lives. There are 52 non-violence and 48 violence students sampled. 


Result 1: Bar Plot With Data- Violence   [Info]
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Comparison 1 


The following stacked boxplots and corresponding summary statistics represent the minutes spent playing video games per day for the violent videogame group and the nonviolent videogame group. We determined that all the data was viable and reasonable so there were no outliers. 

Overall, there was not much of a difference in the reported time spent on video games between the violent and the nonviolent group.  The median number of minutes spent on video games for the violent video game group was 10 minutes per day while the median number of minutes spent playing nonviolent video games was 0 minutes per day. This is not significantly different.  The lower quartile for the samples is both zero minutes while the upper quartile are both different at 60 minutes for the nonviolent videogame group and 30 minutes for the violent videogame group. The minimum for both groups was 0 minutes and the maximum for both groups was 300.  Neither sample distributions had outliers.  This neither proves nor disproves our hypothesis because we didn’t have an educated opinion on whether each group would play more than the other. Therefore, it seems that regardless of the game being violent or nonviolent, both groups played a similar amount of time. 


Result 2: Boxplot   [Info]
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Result 3: Summary Stats Phase 2   [Info]
Summary statistics for Minutes on Video Game:
Group by: Violence

Comparison 2: Violence vs Online Video Games   

The split bar plot shows whether students play video games online and if they think that video games that feature violent actions and scenarios lead players to be desensitized to the violence. The split bar plot does not show that much of a difference between the responses. More than 50% of both Violence groups say they do not play video games online. This is a remarkable result. Regardless of the student’s opinion on the effects of violence effecting their lives, they can just leave it in the game. Not playing video games online can change how you look at violence.


Result 4: Bar Plot With Data Phase 2   [Info]
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Comparison #3: Safe to Play with Strangers 

The following contingency table compares the responses to being safe to play online video games with strangers between violent and non-violent mentalities. Overall, 109 out of the 150 students surveyed believe that it is safe to play online with strangers while only 41 students do not. Therefore, 72.7% (109/150) of all the students surveyed feel that it is mostly safe to play online video games with strangers. Therefore, many of the students surveyed feel it is relatively safe to play video games online with strangers. 

Of the 78 violent mentalities surveyed, 65 feel it is safe to play video games online with strangers and of the 72 non-violent mentalities (students who claim that playing violent video games had no effect on their mentalities/actions outside of the game) surveyed, 44 feel that it is safe to play video games online with strangers. That is, 83.3% (65/78) of the students that believe video games makes them more violent feel it is safe to play online with strangers while 61.1% (44/72) of the students with non-violent mentalities feel that it is safe to play online video games with strangers. Thus, approximately 20% more of the non-violent mentalities feel it is safe to play video games online with strangers. There is certainly a significant difference in opinion on the level of safety playing with strangers’ online effecting mentalities between these groups. 


Result 5: Contingency table (with data) Phase 2   [Info]
Contingency table results:
Rows: Violence
Columns: Safe to Play with Strangers

Chi-Square test:


When comparing the opinions between the students surveyed, it was found that neither group greatly differed in the number of minutes playing videogames. The only differences observed were the number of people, median, IQR, and quartile 3 and even then, they were small in value while data such as the minimum, quartile 1, and maximum were the same for both groups. This was surprising to us in that we thought most of the numbers would be different for both groups when most were the same. This suggests that violence has little effect on how much time students played videogames. 

Data set 1. Flagler College Students and Video Games - Banks,   [Info]
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