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c

Gallagher

Video Game Analysis

I.c ÚATH

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.


a

    ' '
  '    '
a a'
ʹ͵ ͷ
‫݌‬Ƹଵ ൌ  ൌ ǤͶ͸‫݌‬Ƹଶ ൌ ൌ  Ǥͳͷ͸͵
ͷͲ ͵ʹ
‫ןݖ‬Ȁଶ ൌ ͳǤͻ͸Ͳ

Ǥ Ͷ͸ሺͳ െ ǤͶ͸ሻ Ǥ ͳͷ͸͵ሺͳ െ Ǥͳͷ͸͵ሻ


‫ݏ‬௣ොభష೛ෝ  ൌ ඨ ൅ ൌ ξǤ ͲͲͷͲ ൅ ǤͲͲͶͳ ൌ  ǤͲͻͷͶ
మ ͷͲ ͵ʹ

.3037േ(1.960)(.0954)

X.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 ʹ p2 = 0 (the two proportions are equal)

HA: p1 ʹ p2 т 0 (there is a significant difference between proportions)

  ' 
  
    '  '
a a'
Ǥ Ͷ͸ െ Ǥͳͷ͸͵ െ Ͳ Ǥ ͵Ͳ͵͹ Ǥ ͵Ͳ͵͹
ൌ ൌ ൌ ͵Ǥͳͺ͵Ͷ
ξǤ ͲͲͷͲ ൅  ǤͲͲͶͳ Ǥ ͲͻͷͶ
ටǤ Ͷ͸ሺͳ െ ǤͶ͸ሻ ൅ Ǥ ͳͷ͸͵ሺͳ െ Ǥͳͷ͸͵ሻ
ͷͲ ͵ʹ

P-Value= 2(.00135)= .0027

Reject Ho if P-Value൏ ǤͲͷ

Oince 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: ʅ1 = ʅ2 There is no difference between the means.

HA: ʅ1 т ʅ2 There is a difference between the means.

Reject H0 if z < -za/2

or z > za/2

ðଵ ൌ ͷͲðଶ ൌ ͵ʹ

‫ݔ‬ҧଵ ൌ ͹Ǥͻͺ‫ݔ‬ҧ ଶ ൌ ͹Ǥ͸ʹͷ

‫ݏ‬ଵ ൌ ͳͳǤ͹ͻͳͷ‫ݏ‬ଶ ൌ ͺǤ͵ʹ͵ͳ

 '  

' '
  '
$
a a'
Ǥ ͵ͷͷ െ Ͳ Ǥ ͵ͷͷ
‫ ݐ‬ൌ ൌ ൌ  Ǥͳͷͻ͸
ʹǤʹʹ͵ͻ
ටͳ͵ͻǤͲ͵ͻͷ ൅ ͸ͻǤʹ͹ͶͲ
ͷͲ ͵ʹ

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 don͛t.

III. OWNING A COÚ TER

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.



a
    ' '
  '    '
a a'
͵Ͷ ʹ͸
‫݌‬Ƹଵ ൌ  ൌ Ǥ͸ͺ‫݌‬Ƹଶ ൌ ൌ  Ǥͺͳʹͷ
ͷͲ ͵ʹ
‫ןݖ‬Ȁଶ ൌ ͳǤͻ͸Ͳ

Ǥ ͸ͺሺͳ െ Ǥ͸ͺሻ Ǥ ͺͳʹͷሺͳ െ Ǥͺͳʹͷሻ


‫ݏ‬௣ොభష೛ෝ  ൌ ඨ ൅ ൌ ξǤ ͲͲͶͶ ൅ Ǥͳͷʹ͵ ൌ  Ǥ͵ͻͷͻ
మ ͷͲ ͵ʹ

-.1325േ(1.960)(.3959)

X-.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

fith 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.

ðଵ ൌ ͷͲðଶ ൌ ͵ʹ

‫ݔ‬ҧଵ ൌ ͳͻǤͺͶ‫ݔ‬ҧଶ ൌ ͳͻǤͲ͵ͳ͵

‫ݏ‬ଵ ൌ ʹǤ͵͸͹ͺ‫ݏ‬ଶ ൌ  Ǥ͸ͻͶͻ

 ' ''
 '    '  $
a a'
‫ݐ‬Ǥ଴ଶହǡଷଵ ൌ ʹǤͲͶʹ

ʹǤ͵͸͹ͺଶ Ǥ ͸ͻͶͻଶ
ඨ ൅ ൌ  ξǤ ͳͳʹͳ ൅ ǤͲͳͷͳ ൌ  Ǥͳʹ͹ʹ
ͷͲ ͵ʹ

Ǥ ͺͲͺ͹ േ ሺʹǤͲͶʹሻሺǤͳʹ͹ʹሻ

(.549, 1.0684)

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

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