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Owner: pdugger76
Created: Jul 7, 2019
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Video Game Survey: Inferential Statistics Report
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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 co-workers with ages ranging from thirteen (13) to ninety-eight (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

      Role-Playing

      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]
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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]

One sample proportion confidence interval:


Outcomes in : Yes/No
Success : Yes
p : Proportion of successes
Method: Standard-Wald

95% confidence interval results:
VariableCountTotalSample Prop.Std. Err.L. LimitU. Limit
Yes/No821230.666666670.0425051140.583358170.74997516

 
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= (0.750-0.583)/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]
Right click to copy

 

Result 4: Summary Stats of Game Engagement per Week   [Info]

Summary statistics:


ColumnnMeanVarianceStd. dev.Std. err.MedianRangeMinMaxQ1Q3ModeIQR
Hrs. per wk1234.719512239.348966.2728750.565606092300300707

  
Shown below in Result 5 is the 95% confidence interval for the population mean.  
 

Result 5: One sample T confidence statistics with data   [Info]

One sample T confidence interval:


μ : Mean of variable

95% confidence interval results:
VariableSample MeanStd. Err.DFL. LimitU. Limit
Hrs. per wk4.71951220.565606091223.59983855.8391859

 
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 t-distribution 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/video-games-the-state-of-play-in-2010/ 
 
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.

HTML link:
<A href="https://www.statcrunch.com/5.0/viewreport.php?reportid=88301">Video Game Survey: Inferential Statistics Report</A>

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