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Created: Jul 28, 2019
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Inferential Statistics Report of Video Game Usage
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(I)            Introduction

 

My group and I created a survey to capture data about phone video game usage. We took our sample from a population of Americans old enough to play video games on their phones. We did not use a random sample but rather a convenience sample from people with whom we have some connection. I obtained my data by asking friends and family to take the survey and then administer the survey to their friends and families. Other members of my group obtained their results through Facebook and asking people at their workplaces to fill out the survey.

Our survey consisted of the following questions:


1. Do you play video games on your phone? Yes/No


2. What type of video game do you usually play on your phone? Please select one: Action/Adventure; Puzzle; Role-Playing; Sports; Strategy; Other; I do not play video games on my phone


3. How many hours per week do you spend playing video games on your phone?  __hours


4. What is your age in years? __ years old


     (II)          Looking at a Categorical Variable


(a)  Our survey asked the following two-category question: Do you play video games on your phone?Respondents were given the option to answer Yesor No. Below is a pie chart representing the responses to this question.


Result 1: Pie Chart of Video Game Usage   [Info]
Right click to copy

 

 (b)  I computed a 95% Confidence Interval for the proportion of the population that would answer “Yes” to the question “Do you play video games on your phone?” The results of that computation are below. They tell us that the lower limit of the 95% confidence interval is ~ 0.5834 and the upper limit is ~ 0.7500. Therefore, I can be 95% confident that the true proportion of the population’s “Yes” answers should fall somewhere between 0.5834, or 58.34%, and 0.7500, or 75%. The sample proportion of “Yes” answers is also located within this range, at 66.67%. The margin or error for this calculation, which I calculated as E = (Upper Limit – Lower Limit)/2, is ~ 0.0833, or approximately 8.33 percentage points. E= (0.74997516 – 0.58335817)/2 = 0.08330835

  

One sample proportion confidence interval:


Outcomes in : Plays Games?
Success : Yes
p : Proportion of successes 
Method: Standard-Wald

95% confidence interval results:

Variable

Count

Total

Sample Prop.

Std. Err.

L. Limit

U. Limit

Plays Games?

82

123

0.66666667

0.042505114

0.58335817

0.74997516

 

      (III)         Looking at a Numerical Variable 

 (a)  My group also wanted to understand how many hours each week our population spends playing video games on their phones. We asked our sample, “How many hours per week do you spend playing video games on your phone?” Their responses are exhibited and analyzed in the histogram and summary statistics below:

Result 2: Histogram of Time Spent Playing Phone Games   [Info]
Right click to copy

Summary statistics:

Column

n

Mean

Variance

Std. dev.

Std. err.

Median

Range

Min

Max

Q1

Q3

Hrs. Per Week

123

4.7195122

39.34896

6.272875

0.56560609

2

30

0

30

0

7

 (b)  I computed a 95% confidence interval for the population mean µ, using a t-statistic, as my sample data are greater than 30 and I do not know the standard deviation for the population. From my analysis, I am 95% confident that the population mean µlies between ~ 3.600 and ~ 5.839, with a margin of error of ~ 1.120 (E = 5.8391859 – 3.5998385)/2 = 1.1196737). Therefore, I am 95% confident that my the average American old enough to play video games on their phone plays video games on their phones between 3.600 and 5.839 hours per day.


One sample T confidence interval:


μ : Mean of variable

95% confidence interval results:

Variable

Sample Mean

Std. Err.

DF

L. Limit

U. Limit

Hrs/Wk Played

4.7195122

0.56560609

122

3.5998385

5.8391859

 

HTML link:
<A href="https://www.statcrunch.com/5.0/viewreport.php?reportid=88519">Inferential Statistics Report of Video Game Usage</A>

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