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Some glims of the Video games:

Fundamentals of Statistics
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Introduction

Kids in todays times are a lot into video games, and they spend plenty of hours every week
doing so. According to various studies, virtual violence in these games may be making kids
more aggressive in real life. Kids around the globe, who reported playing lots of video games,
had more aggressive behavior months later than their peers who did not.

Further, Anders Behring Breivik shot 68 people dead at a youth camp of the Norwegian
Labor party, another nine in a bombing of government buildings According to the judgment
rendered against him, he liked playing violent games. He actually used the video game Call
of Duty to train for his shooting massacre.

Elliot Rodger, killed seven young men and women, including himself. He was hooked on
violent video games from a young age from his own admission, hiding himself in World of
Warcraft, where he felt comfortable and secure.

So the question presented in front of us is do children become more aggressive after playing
video games or are aggressive kids more attracted to violent video games?

Hypothesis

Hypothesis 1: Test whether more video gaming hours increases aggression level

H0 : More hours per week of Video Gaming does not increases Agression in people

H1: More hours per week of Video gaming increase Aggression level in people

Hypothesis 2: Test whether Gaming hours per week affect Unemotional traits

H0: More hours per week of Video gaming does not affect Callous Unemotional Traits in
gamers.

H1: More hours per week of Video gaming increase Callous Unemotional Traits in gamers.

Fundamentals of Statistics
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(Please find the raw data in other documents uploaded)

Boxplotandanalysis
Statistics

Video Games (Hours


per week) Agression Callous Unemotional Traits

N Valid 442 442 442

Missing 0 0 0
Mean 21.84 40.05 18.60
Median 22.00 40.00 18.00
Mode 20 33 13a
Std. Deviation 6.962 12.599 9.618
Skewness -.015 .161 .301
Std. Error of Skewness .116 .116 .116
Sum 9655 17704 8219
Percentiles 25 17.00 32.00 11.00

50 22.00 40.00 18.00

75 26.00 48.00 26.00

a. Multiple modes exist. The smallest value is shown

The Interquartile range without the outliers is calculated as per the following:
1) IOR = q3 q1=
48 32 = 16
2) Lower interquartile limit: 1.5 x IQR
1.5 x 16 = 24
3) Higher interquartile limit: 3 x IQR
3 x 16 = 48

Therefore we can observe that the IQR without the outliers and extremes is 24

Box plot

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Box plot with outliers Box plot excluding outliers

Now that we have the raw data of Aggression and of Aggression excluding outliers, we
can come to a more accurate analysis of the data we have.
Corelation

Descriptive Statistics

Mean Std. Deviation N

Video Games (Hours per week) 21.84 6.962 442


Agression 40.05 12.599 442
Callous Unemotional Traits 18.60 9.618 442
Aggression<49 & Aggression>23 (FILTER) .66 .476 442

Correlations

Aggression<49
Video Games Callous &
(Hours per Unemotional Aggression>23
week) Agression Traits (FILTER)
**
Video Games (Hours per Pearson Correlation 1 .132 .048 -.097*
week) Sig. (2-tailed) .006 .312 .041

N 442 442 442 442


**. Correlation is significant at the 0.01 level (2-tailed).
*. Correlation is significant at the 0.05 level (2-tailed).

Analysis:

Observing the tables above. We can note that Significane of Corelation of


Aggression is at 0.006 which means the corelation is significant and the
corelation is 0.132.
But we must remember that it is the raw data with includes the outliers.
Now looking at the filtered data of Aggression without outliers show us a different
story. The corelation still significant as the significance level is 0.041, but the pair is
negatively corelated.
This meand that playing video games more will reduce aggression levels, which is
claimed by many people in the world.
Since Aggression without outliers will give us more accruate interpretation. At the
95% confidence level, we can say that playing video games does have corelation and
is negatively corelated.
The callous unemotional traits is also insignificant since its significance level is
0.312

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Regression 1: Video game(hours per week) with Aggression

Model Summary
Model
Adjusted R Std. Error of the
R R Square Square Estimate

dimension0
1 .132a .017 .015 12.504

a. Predictors: (Constant), Video Games (Hours per week)

ANOVAb

Model Sum of Squares df Mean Square F Sig.

1 Regression 1216.174 1 1216.174 7.779 .006a

Residual 68788.523 440 156.338

Total 70004.697 441

a. Predictors: (Constant), Video Games (Hours per week)


b. Dependent Variable: Agression

Analysis:

F values is greater than 3 therefore, the model is significant


R square should be greater than 0.65, which it is not.
Therefore, the model is irrelevant.

Regression 2: Video game(hours per week) with Callous unemotional traits


Model Summary
Model
R R Square Adjusted R Square Std. Error of the Estimate

1 .048a .002 .000


dimension0

a. Predictors: (Constant), Video Games (Hours per week)


ANOVAb

Model Sum of Squares df Mean Square F Sig.

1 Regression 94.869 1 94.869 1.026 .312a

Residual 40697.640 440 92.495

Total 40792.509 441

a. Predictors: (Constant), Video Games (Hours per week)


b. Dependent Variable: Callous Unemotional Traits

Analysis:

F value is 1.026 which is less than 3.


Therefore, the model is insignificant

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Regression 3:Video game (hours per week) with Aggression without outliers
Model Summary

Model Adjusted R Std. Error of the


R R Square Square Estimate
a
dimension0
1 .097 .009 .007 .474

a. Predictors: (Constant), Video Games (Hours per week)

ANOVAb

Model Sum of Squares df Mean Square F Sig.

1 Regression .940 1 .940 4.185 .041a

Residual 98.789 440 .225

Total 99.729 441

a. Predictors: (Constant), Video Games (Hours per week)


b. Dependent Variable: Aggression<49 & Aggression>23 (FILTER)

Analysis

F values is greater than 3 therefore, the model is significant


R square should be greater than 0.65, which it is not.
Therefore, the model is irrelevant.

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Conclusion for the two tailed test we can do the following traits

o Consideration for outliers


First we notice that the data of aggression had outliers, which we removed using IOR
limits and Box plot, we found the upper IQR limit and the lower IQR limit for doing
this.
We then used both the data, raw data of aggression and the filtered data of
aggression without outliers in all of the following analysis.
o Correlation
In corelation we found that the raw data of aggression was significant and
positively corellated. But since it would be more correct to find corelation of data
without outliers, we found that it was still significant but at 95% significance level
and also changed the story around and gave us a negative relation between Video
gaming (hours per week) and Aggression without outliers
o Regression 1: Video game(hours per week) with Aggression
Model was irrelevant
o Regression 2: Video game(hours per week) with Callous unemotional traits
Model was insignificant
o Regression 3:Video game (hours per week) with Aggression without outliers
Model was irrelevant

Hence we can REJECT both the null hypothesis

We Fail to reject both alternate hypothesis, which are as per the following:

Alternate hypothesis 1: More hours per week of Video gaming does not increase does
not affects Callous Unemotional Traits in gamers.

Alternate Hypothesis 2: More hours per week of Video gaming does not increase
Aggression level in people

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