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Gallagher
Video Game Analysis
I.

MATH

x
n

I will test whether there is a difference between those who play video games
and those who do not in reference to whether or not they like math. I will test this
using a confidence interval for two population proportions where a success

## means one likes math.

p 1 p 2 z / 2

p 1 (1 p 1 ) p 2 (1 p 2 )

n1
n2

^p1=

23
5
=.46 ^p 2= =.1563
50
32
z /2=1.960

s ^p =
1^p 2

## .46(1.46) .1563( 1.1563)

+
= .0050+.0041=.0954
50
32
.3037 (1.960)(.0954)
(.1167, .4907)

## There is a difference in whether playing video games makes you

more apt to liking math or liking math makes you more apt to
playing video games because the interval does not contain 0.
I will now test this theory using a hypothesis test for two population proportions.
H0: p1 p2 = 0 (the two proportions are equal)

t stat

p 1 p 2 Do
p 1 (1 p 1 ) p 2 (1 p 2 )

n1
n2
HA: p1 p2 0 (there is a significant difference

between proportions)

.46.15630
.3037
.3037
=
=
=3.1834
.46(1.46) .1563 (1.1563) .0050+ .0041 .0954
+
50
32
P-Value= 2(.00135)= .0027
Reject Ho if P-Value .05

Since the p-value of .0027 is less than alpha, .05, we reject Ho and
conclude that there is a significant difference between proportions and
that whether or not a person plays video games correlates with whether
or not they like math. In this example, people who play video games tend
to like math.

II. WORK
I will test whether people who do not play video games work more hours per week
than those who do play video games. I will test this using a hypothesis test for two
population means where the standard deviation of the population is unknown.
Two-tailed test:
H0: 1 = 2 There is no difference between the means.

## Reject H0 if z < -za/2

or z > za/2
n1=50 n 2=32
x 1=7.98 x 2=7.625
t

( x1 x2 ) D0

t=

s12 s22

n1 n2

s 1=11.7915 s2=8.3231

.3550

139.0395 69.2740
+
50
32

.355
=.1596
2.2239

## P-value=2*P(Z>.1596)= 2(.4364)= .8728

Reject H0 if p-value<.05
We fail to reject Ho and conclude that there is no difference
between the means, meaning that the hours people work is no
different between the people who play video games and those who
dont.

## III. OWNING A COMPUTER

I will test whether owning a computer makes it more likely that a person
plays video games. I will use a confidence interval for two population
proportions where a success means one owns a computer.
p

x
n

p 1 p 2 z / 2

p 1 (1 p 1 ) p 2 (1 p 2 )

n1
n2

^p1=

34
26
=.68 ^p2= =.8125
50
32
z /2=1.960

s ^p =
1^p 2

.68(1.68) .8125(1.8125)
+
= .0044+.1523=.3959
50
32
-.1325 (1.960)(.3959)
(-.9085, .2634)

## There is no difference in whether playing video games makes you

more apt to owning a computer or whether owning a computer
makes you more apt to playing video games because the interval
contains 0.
IV. AGE
With a confidence interval between two population means, where population
standard deviation is unknown, I will test if whether a person plays video
games or not depends on their age.
n1=50 n 2=32
x 1=19.84 x 2=19.0313

x1 x2 t / 2,df
s 1=2.3678 s 2=.6949

s12 s22

n1 n2

t .025, 31=2.042

2.36782 .69492
+
= .1121+.0151=.1272
50
32

## .8087 ( 2.042 ) (.1272)

(.549, 1.0684)
A 95% confidence interval is (.549, 1.0684). We would conclude from this
that the mean of whether a persons age makes a difference between
people who play video games and those who dont are different at a 5%
level because the interval doesnt contain 0. This means that there is a
correlation between a persons age and playing video games.

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