I. Introduction
The purpose of the survey designed by group two (2) was to examine the habits related to cellular phone video game usage of the average American. The population that the group members were able to obtain a sample from consisted of family, friends, and coworkers with ages ranging from thirteen (13) to ninetyeight (98). Collection of survey data was obtained in person and by utilizing social media platforms (i.e., Facebook) – a convenience sample. All responses were given on a voluntary basis and all respondent’s identifying information was held confidential. The following questions were included in our survey:
1.Do you play video games on your cell phone? Circle one: yes no
2.What type of game do you usually play? Select one category:
Action/Adventure
Puzzle
RolePlaying
Sports
Strategy
Other
I do not play video games on my phone.
3.How many hours a week do you spend playing video games on your cell phone?
4.What is your age in years?
II. Looking at a Categorical Variable
The pie chart that follows represents the responses to the survey question “Do you play video games on your cell phone? Circle one: yes no”.
Result 1: Pie Chart Responses to Playing Video Games on a Cell Phone [Info]
Owner: pdugger76
Size: 174B
Created: Jul 6, 2019
The pie chart shows that 66.7% or 82 out of 123 respondents engage in playing video games on their cell phone. Approximately 33.3% or 41 out of 123 respondents do not engage in playing video games on their cell phone.
Result 2: One Sample Proportion with Summary [Info]
Owner: pdugger76
Size: 1KB
Created: Jul 6, 2019
Outcomes in : Yes/No Success : Yes p : Proportion of successes Method: StandardWald
95% confidence interval results:
Variable  Count  Total  Sample Prop.  Std. Err.  L. Limit  U. Limit 

Yes/No  82  123  0.66666667  0.042505114  0.58335817  0.74997516 

Interpretation of the 95% confidence interval results, shown above in Result 2, were calculated from the portion of the population that answered “Yes” to the question “Do you play video games on your cell phone? Circle: yes no”. This translates to we could take multiple samples of the video game data, n=123, and the true proportion of p would be in approximately 95% of the results (success rate). In other words, we are 95% confident that the interval from 0.583 to 0.750 actually contains the true value of the population proportion p of respondents that would answer “Yes” to playing a video game on their cell phone (Triola, 2015, p. 320).
The error term is E= (0.7500.583)/2 = 0.084/2 = 0.042 (margin of error).
III. Looking at a Numerical Variable
The following histogram (Result 3) and summary statistics (Result 4) shown below highlight the data for the survey question “How many hours a week do you spend playing video games on your cell phone?”
Result 3: Histogram of Hours of Game Engagement per Week [Info]
Owner: pdugger76
Notes: Result #3 section "Looking at Numerical Variable"
Size: 174B
Created: Jun 10, 2019
Result 4: Summary Stats of Game Engagement per Week [Info]
Owner: pdugger76
Notes: Result #5 "Looking at Numerical Variable"
Size: 1KB
Created: Jun 10, 2019
Column  n  Mean  Variance  Std. dev.  Std. err.  Median  Range  Min  Max  Q1  Q3  Mode  IQR 

Hrs. per wk  123  4.7195122  39.34896  6.272875  0.56560609  2  30  0  30  0  7  0  7 

Shown below in Result 5 is the 95% confidence interval for the population mean.
Result 5: One sample T confidence statistics with data [Info]
Owner: pdugger76
Size: 911B
Created: Jul 6, 2019
μ : Mean of variable
95% confidence interval results:
Variable  Sample Mean  Std. Err.  DF  L. Limit  U. Limit 

Hrs. per wk  4.7195122  0.56560609  122  3.5998385  5.8391859 

Interpretation of the 95% confidence interval results, shown above in Result 5, were calculated from the portion of the population that answered, “How many hours a week do you spend playing video games on your cell phone?”. This translates to we could take multiple samples of the video game data, n=123, and approximately 95% of the results would produce confidence intervals that contain the true proportion mean μ. In other words, we are 95% confident that the interval from 3.6 and 5.8 hours per week actually does contain the true value of the population mean μ for the respondents’ engagement in game play in hours per week (Triola, 2015, p. 340).
A tdistribution was selected for use because the population standard deviation for the data was unknown.
References
Cassella, D. (2010, January 20). Video games: The state of play in 2010 [Image]. Digital Trends. Retrieved from https://www.digitaltrends.com/gaming/videogamesthestateofplayin2010/
StatCrunch. (2019). Video game survey: Inferential statistics report. Retrieved from https://www.statcrunch.com/5.0/viewreport.php?reportid=88301">Video Game Survey: Inferential Statistics Report
Triola, M. F. (2015). Essentials of statistics (5th ed.). Upper Saddle River, NJ: Pearson.
<A href="https://www.statcrunch.com/5.0/viewreport.php?reportid=88301">Video Game Survey: Inferential Statistics Report</A>
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