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Fundamentals of Statistics
1
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.
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(Please find the raw data in other documents uploaded)
Boxplotandanalysis
Statistics
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
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
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
Analysis:
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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
ANOVAb
Analysis:
Analysis:
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Regression 3:Video game (hours per week) with Aggression without outliers
Model Summary
ANOVAb
Analysis
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Conclusion for the two tailed test we can do the following traits
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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