Video Game Study

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Video Game Study Jimmy L Brandon D Colleen M

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Video Game Study. Jimmy L Brandon D Colleen M. The History of Video Games. The first video game device was called the Cathode Ray Tube Amusement Device, which was created in 1947 The first game console that was available was developed in 1972, called the Magnavox Odyssey - PowerPoint PPT Presentation

Transcript of Video Game Study

Page 1: Video Game Study

Video Game StudyJimmy L

Brandon DColleen M

Page 2: Video Game Study

The History of Video Games

The first video game device was called the Cathode Ray Tube Amusement Device, which was created in 1947

The first game console that was available was developed in 1972, called the Magnavox Odyssey

The first console to use CDs to play games was the Sony Playstation, which was released in 1994

The Playstation 2 is the most popular video game console, selling over 140 million worldwide

Pokemon Red and Blue editions are the highest selling games to date, selling over 20 million copies worldwide (These are non-bundled games)

Video game consoles have now evolved to have 3D capabilities, motion-tracking software, and realistic graphics

Page 3: Video Game Study

Our Topic

What we really wanted to find out with this collection was the habits of gamers, like:› Does the amount of games owned affect how much the

subject plays?› Is there a relationship between how frequent a person

visits a game store and how much they play?› Does age affect how much a person plays?› Are purchases at video game stores independent of how

frequent the store is visited?› Do people who favor a certain genre of game play

more?

Page 4: Video Game Study

Procedure

To collect the necessary data to analyze, we had to stake out various game stores and interviewed every other person who walked out the door

Page 5: Video Game Study

Mean Hours Played, Overall

Our main quantitative data

Units: Hours Mean: 12.6809 hrs Standard deviation:

8.24122 hrs Range:

› IQR = 12hrs› 5 hrs – 30 hrs = 25 hrs

Collection 1

HRS_PER_WEEK

12.6809

8.24122

2

5

11

17

30

S1 = meanS2 = sS3 = minS4 = Q1S5 = medianS6 = Q3S7 = max

Page 6: Video Game Study

Mean Hours Played, Overall

Data is right skewed Normal probability plot is curved in the beginning

and in the end, but is overall normal

-2

-1

0

1

2

HRS_PER_WEEK

0 5 10 15 20 25 30 35

Normal Quantile = 0.121HRS_PER_WEEK - 1.54

Collection 1 Normal Quantile Plot

1

2

3

4

5

6

7

8

9

HRS_PER_WEEK

0 5 10 15 20 25 30 35

Collection 1 Histogram

Page 7: Video Game Study

Exploratory: Games vs. Hours

Is their a relationship between these two values?

Scatter plot is:› Moderate Scattered› Linear› Positive

Equation:› .515(#_OF_GAMES) + 25 =

HRS_PER_WEEK Correlation = .6305 R2 = .40 40% of the change in hours

played per week can be seen from the change in the number of games a person owns

0

5

10

15

20

25

30

0 5 10 15 20 25 30 35 40

_OF_GAMES

HRS_PER_WEEK = 0.515_OF_GAMES + 2.5; r2 = 0.40

Collection 1 Scatter Plot

Page 8: Video Game Study

Age vs. Hours playing

What is the relationship between the player’s age and how many hours a week the player plays?

Scatter plot is:› Weak› Negative› Linear› Not scattered

Equation:› -.183(HRS_PER_WEEK) + 18 = AGE

Correlation = .228 R2 = .052 5.2% of the change in player’s

age can be seen by the change in the hours played per week

Page 9: Video Game Study

Frequency at store and Purchase

More infrequent visitors than frequent visitors

For both the frequent and infrequent visitors, the most common purchase was a game (go figure)

Page 10: Video Game Study

Frequent vs. Infrequent

Frequent:› Mean = 17.57› SD = 7.9

Infrequent:› Mean = 10.61› SD = 7.57

Collection 1

RowSummary

FREQUENCY

INFREQ

FREQUENCY

FREQ

HRS_PER_WEEK17.5714

7.90048

10.6061

7.57438

12.6809

8.24122

S1 = meanS2 = s

Page 11: Video Game Study

Frequent Confidence Interval

14

9.716.257.17

Frequent: 95% confident

Frequent:State•SRS•Population > 10n•n > 30 or normal probability plot

Check•Data collected Randomly•All people who frequent game stores > 330•33 > 30

Conditions met Students t distribution 1-sample t-interval

We are 95% confident that the true value of hours that people play video games that frequently go to games stores is between 13.009 hours and 22.131 hours

n

stx

13df

Page 12: Video Game Study

Infrequent Confidence Interval

33

57.704.261.10

Infrequent: 95% Confident

Infrequent:State•SRS•Population > 10n•n > 30 or normal probability plot

Check•Data collected Randomly•All people who frequent game stores > 140•14 > 30 NOT!!

Conditions met Students t distribution 1-sample t-interval

There is an insufficient sample size but we will continue anyway

We are 95% confident that the true value of hours that people play video games that frequently go to games stores is between 7.9258 hours and 13.294 hours

n

stx

32df

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Frequent vs. Infrequent

State•Independent•SRS•Pop1 > 10n1•Pop2 > 10n2•Both Populations are normal or > 30

Check•Data sampled are independent•SRS•All who go to game stores frequently > 330•All who go to game stores infrequently > 140•33 > 30•14 > 30 NO!!

Conditions met Students t distribution 2-sample t-interval

There is an insufficient sample size but we will continue anyway

Page 14: Video Game Study

Frequent vs. Infrequent

33

57.7

14

9.701.2)6061.105714.17(

22

2

22

1

21

21 )(n

s

n

stxx

95% confident

We are 95% confident that the difference in hours between people who frequent game stores and those who done is between -4.974 hours and 18.905 hours

701.3df

Page 15: Video Game Study

Independence: Frequency vs. Purchase

State•Data are counts•Population > 10n•Data are independent•All expected counts > 5

Check•Categorical data•All gamers > 470•SRS•3 of 8 cells have expected counts less than 5, but we are going to continue anyways

:

:0

AH

H There is no association between frequency and purchase

There is an association between frequency and purchase

Conditions met x2 distribution X2 test of independence

Page 16: Video Game Study

45.1...3.6

)3.66(

7.2

)7.23(

exp

exp)( 2222

obs

69.0)3|45.1(*2 2 dfP

...exp

exp)(

exp

exp)(

exp

exp)( 2222 obsobsobs

•We fail to reject our Ho because the P-value of .69 is greater than the alpha of .05•We have sufficient evidence to say that there is no association between the frequency that you visit a store and what is purchased at the store

Independence: Frequency vs. Purchase

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Mean Hours: Sport vs. Shooting

The two most popular game genres are sports and shooting games

Sports:› Median = 10› Small spread

Shooting:› Median = 16› Large spread

ACTION

PLATFORM

PUZZLE

RACING

RPG

SHOOTING

SPORT

HRS_PER_WEEK

0 5 10 15 20 25 30 35

Collection 1 Box Plot

Page 18: Video Game Study

Sports vs. Shooting cont.

296.1

941.8

136.8

1177.1522

t

spshA

spsh

H

H

:

:0State•Independent•SRS•Pop1 > 10n1•Pop2 > 10n2•Both Populations are normal or > 30

Check•Data sampled are independent•SRS•All who favor shooting > 130•All who favor sports > 90•Populations assumed normal

2117.0)62.17|296.1(*2 dftP

•We fail to reject our Ho because the P-value of 0.2117 is greater than the alpha of .05•We have sufficient evidence than there is no significant difference in the number of hours that people who favor shooting games opposed to sport games

Conditions met Students t distribution 2-sample t-test

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Conclusions

Observations show that the more games one owns the more games are owned, the more hours are played

No association between age and hours played People most commonly buy a game when at the game

store People who frequently go to game stores play

between 13.009 hours and 22.131 hours People who infrequently go to game stores play

between 7.9258 hours and 13.294 hours The average difference between people to frequently

and infrequently go to game stores is between -4.974 hours and 18.905 hours

Page 20: Video Game Study

Conclusions

There is no association between the frequency that you visit a store and what is purchased at the store

Than there is no significant difference in the number of hours that people who favor shooting games opposed to sport games

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Bias/Error

Difference in collection Events or deals Times of the day Holidays (memorial day) People can lie People blew us off Our enthusiasm

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Opinions

Very difficult to collect data in the short time due to low amount of people walking in

Our data seems to follow what we expected to see› Age and hours graph doesn’t

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Please ask us questions!!