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The paper "Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study" (Psychological Science [2009]: \(594-705\) ) included the information in the accompanying table about video game playing time for representative samples of 588 males and 590 females selected from U.S. residents age 8 to 18 . Carry out a hypothesis test to determine if there is convincing evidence that the mean number of hours per week spent playing video games by females is less than the mean number of hours spent by males. Use a significance level of \(\alpha=0.01\).

Short Answer

Expert verified
To determine if there is convincing evidence that the mean number of hours per week spent playing video games by females is less than the mean number of hours spent by males, we conducted a two-sample t-test with a significance level of \(\alpha=0.01\). The null hypothesis stated that there is no difference in mean gaming time between females and males, while the alternative hypothesis stated that the mean gaming time for females is less than that for males. After calculating the t-statistic and comparing the resulting p-value to the significance level, we would either reject or fail to reject the null hypothesis, which would lead us to conclude whether females spend less time playing video games than males.

Step by step solution

01

State the Hypotheses

Let the mean number of hours per week spent playing video games by females be μ1, and by males be μ2. We want to test if females spent significantly less time gaming than males. Therefore, our null and alternative hypotheses are as follows: Null Hypothesis (H0): μ1 = μ2, There is no difference in mean gaming time between females and males. Alternative Hypothesis (H1): μ1 < μ2, The mean gaming time for females is less than the mean gaming time for males.
02

Test Statistic

The appropriate test statistic for this problem is a t-test for two independent samples. The t-test statistic can be formulated as the following: \[t = \frac{(\bar{x_{1}} - \bar{x_{2}}) - (\mu_{1} - \mu_{2})}{\sqrt{\frac{s_1^2}{n_1} + \frac{s_2^2}{n_2}}}\] where \(\bar{x_{1}}\) and \(\bar{x_{2}}\) are the means of the two samples (females and males), \(s_{1}^{2}\) and \(s_{2}^{2}\) are the sample variances, and \(n_1\) and \(n_2\) are the sample sizes.
03

Compute the t-statistic

According to the given paper, the mean gaming time for the representative samples of 588 males and 590 females are as follows: Mean gaming time for females (\(\bar{x_{1}}\)): \(x_1\) Mean gaming time for males (\(\bar{x_{2}}\)): \(x_2\) Sample variance for females (\(s_{1}^{2}\)): \(s_1^2\) Sample variance for males (\(s_{2}^{2}\)): \(s_2^2\) Number of females (\(n_1\)): 590 Number of males (\(n_2\)): 588 The t-statistic can thus be calculated as: \[t = \frac{(x_1 - x_2) - (0)}{\sqrt{\frac{s_1^2}{590} + \frac{s_2^2}{588}}}\]
04

Calculate the p-value

Using a t-distribution calculator or statistical software, we can find the p-value for the calculated t-statistic. Since the alternative hypothesis is that μ1 < μ2, we are looking for the left-tail p-value under the t-distribution.
05

Make a Conclusion

Compare the calculated p-value to the significance level of 0.01 (α = 0.01). If the p-value is less than α, we reject the null hypothesis and conclude that there is convincing evidence that the mean number of hours per week spent playing video games by females is less than the mean number of hours spent by males. If the p-value is greater than α, we fail to reject the null hypothesis and conclude that there is not enough evidence to support the claim that females spend less time playing video games than males.

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Key Concepts

These are the key concepts you need to understand to accurately answer the question.

t-test for two independent samples
A t-test for two independent samples is a statistical method used to determine if there is a significant difference between the means of two groups. This test is ideal when you want to compare the means of two distinct groups to see if one is larger or smaller than the other. In the context of the video game experiment, we are using the t-test to compare the average gaming times between males and females.

The test is conducted by first calculating the test statistic using the formula:

\[t = \frac{(\bar{x_{1}} - \bar{x_{2}}) - (\mu_{1} - \mu_{2})}{\sqrt{\frac{s_1^2}{n_1} + \frac{s_2^2}{n_2}}}\]

This formula takes into account the means (\(\bar{x_{1}}\) and \(\bar{x_{2}}\)), variances (\(s_1^2\) and \(s_2^2\)), and sample sizes (\(n_1\) and \(n_2\)) of the two groups. The goal is to see if the observed difference in sample means is large enough to be considered statistically significant. A calculated t-statistic is then used to determine the p-value, which helps in decision-making.
significance level
The significance level, often denoted as \(\alpha\), is a threshold used in hypothesis testing to decide whether to reject the null hypothesis. It is a measure of how much risk we are willing to take when declaring a result statistically significant. Common significance levels are 0.05, 0.01, and 0.10, which translate to 5%, 1%, and 10% risk of incorrectly rejecting a true null hypothesis.

In our exercise, we have the significance level set at \( \alpha = 0.01 \). This means we are only willing to risk 1% chance of claiming a difference when there is none. If the p-value calculated from the t-test is less than this significance level, we reject the null hypothesis, suggesting that there is sufficient evidence to support the claim that females spend less time playing video games than males.
null hypothesis
The null hypothesis, denoted as \(H_0\), is a statement asserting that there is no effect or no difference in the context of the test being conducted. It serves as a starting point for statistical testing and is formulated as a basis to either approve or reject based on evidence from the sample data.

For this gaming time scenario, the null hypothesis \(H_0: \mu_1 = \mu_2\) claims that the mean gaming time for females is the same as that for males. Essentially, it suggests that any observed difference in sample means is due to random variation rather than a real underlying difference. We aim to test this hypothesis to decide if we can believe in the presence of any actual difference in the population averages.
alternative hypothesis
The alternative hypothesis, denoted as \(H_1\), is a statement that contradicts the null hypothesis by asserting that there is a difference or effect. It is what researchers aim to support through their testing.

In our exercise, the alternative hypothesis \(H_1: \mu_1 < \mu_2\) speculates that the mean gaming time for females is less than that of males. This hypothesis reflects the suspicion or prediction that there is indeed a difference in gaming behavior between genders. Concluding in favor of the alternative hypothesis indicates that the evidence supports the notion that females, on average, play video games for fewer hours than males. The outcome of the hypothesis test determines if this assertion is convincingly substantiated.

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