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Created: Jul 28, 2019
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Inferential Statistics Report of Phone 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 family and friends. Other members of my group obtained their results through Facebook and by 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 games do you usually play on your phone? Please select one: Action/Adventure; Puzzle; Role-Playing; Sports; Strategy; Other; I do not play games on my phone

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

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

 

(II) Looking at a Categorical Value

(a) Our survey asked the following two-category question: "Do you play video games on your phone?" Respondents were given the option to answer "Yes" or "No." Below is a pie chart representing our sample's 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 of Americans old enough to play video games on their phones that would answer "Yes" to the question "Do you play video games on your phone?" The results of that computation are below, and 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 falls between 0.5834 (58.34%) and 0.7500 (75%) of the population. The sample proportion of "Yes" answers is also located within this range, at 66.67% of the sample claiming they play video games on ther phones. The margin of error for this calculation is ~ 0.0833, or approximately 8.33 percentage points. (E = (upper limit - lower limit)/2. 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 know how many hours per week the population of Americans old enough to play video games on their phones 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 demonstrated 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 was 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 µ lies 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 the average American old enough to play video games on their phone plays video games on their phones between 3.6 and 5.839 hours per week. 

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=88520">Inferential Statistics Report of Phone Video Game Usage</A>

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