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The paper "Examining Communication- and Media Based Recreational Sedentary Behaviors Among Canadian Youth: Results from the COMPASS Study" (Preventive Medicine \([2015]: 74-80)\) estimated that the time spent playing video or computer games by high school boys had a mean of 123.4 minutes per day and a standard deviation of 117.1 minutes per day. Based on this mean and standard deviation, explain why it is not reasonable to think that the distribution of the random variable \(x=\) time spent playing video or computer games is approximately normal.

Short Answer

Expert verified
Based on the given mean \(\mu = 123.4\) minutes and standard deviation \(\sigma = 117.1\) minutes, it is not reasonable to think that the distribution of high school boys' time spent playing video or computer games is approximately normal, as it is more likely to be right-skewed. This is due to the constraints of time spent playing games being non-negative, and the mean being noticeably larger than the lower end of the possible time spent playing games while the standard deviation is large relative to the mean, suggesting the presence of a long tail on the right end.

Step by step solution

01

We know that for high school boys, the time spent playing video or computer games has a mean \(\mu = 123.4\) minutes and a standard deviation \(\sigma = 117.1\) minutes. #step 2: Examine the values for skewness and normality #

Since the time \((x)\) spent playing games cannot be negative, the distribution is likely to be skewed to the right. We can expect a right-skewed distribution if the mean noticeably exceeds the median and the data contain a long tail on the right end, suggesting the presence of a few high values. In a right-skewed distribution, the mean is expected to be larger than the median, and the standard deviation tends to be large as well. #step 3: Compare the mean and the standard deviation #
02

In this case, the mean \(\mu = 123.4\) minutes is greater than zero minutes (the lower end of the possible time spent playing games) and the standard deviation \(\sigma = 117.1\) is relatively large compared to the mean. #step 4: Explain why the distribution is not approximately normal #

Due to the presence of a long right tail in the distribution (as the mean is noticeably larger than the lower end of the possible time spent playing games and the standard deviation is large compared to the mean) and the inability for the time spent playing games to be negative, the distribution is likely to be right-skewed and not approximately normal. In conclusion, based on the provided mean and standard deviation, it is not reasonable to think that the distribution of high school boys' time spent playing video or computer games is approximately normal, as it is more likely to be right-skewed due to the constraints and observed values.

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Key Concepts

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

Skewness
Skewness is a measure of the asymmetry of a statistical distribution. When analyzing data, understanding skewness helps to depict the direction and extent of a distribution's deviation from a symmetrical, normal distribution.
In contexts like time spent on activities, skewness can provide insights into how data points are dispersed.
If a distribution is right-skewed, the data demonstrates a long tail to the right. This means more data points cluster towards the lower end, with fewer high values causing a stretch on the right.
  • A skewness value around zero implies a balanced distribution.
  • Positive skewness indicates a right-skewed distribution.
  • Negative skewness points towards a left-skewed distribution.
For analyzing the time spent by high school boys playing video or computer games, the skewness is an important factor. Given that time cannot be negative, and some boys may spend a considerably large amount of time, this setup creates a scenario for right skewness, where a few boys might spend exceedingly high amounts of time on games, pulling the distribution's tail rightward.
Mean and Standard Deviation
Mean (\(\mu\)) and standard deviation (\(\sigma\)) are foundational concepts in statistics. They portray the central tendency and the spread of a dataset, respectively.
The mean provides a single value that summarizes an entire dataset, showing where the majority of values lie. When comparing mean and median, a significant deviation can indicate skewness.
Standard deviation, on the other hand, shows how much the data deviates from the mean. A lower standard deviation implies that data points are closer to the mean.
  • The mean is calculated by summing all data points and dividing by the total count.
  • Standard deviation is a measure that's derived from the square root of the variance, illustrating how much individual points differ from the mean.
In the context of time spent by boys playing games, a mean of 123.4 minutes and a standard deviation of 117.1 minutes reveal a large spread relative to the average time. This large deviation suggests high variability among different boys' gaming durations. Such variability and a high mean may also signal the presence of outlier clusters, further hinting towards a skewed distribution.
Right-Skewed Distribution
A right-skewed distribution is characterized by a longer or fatter tail on the right side of the distribution graph. Unlike a symmetrical normal distribution where each side mirrors the other, right skewness suggests an accumulation of lower values with a few exceptionally high values pulling the mean to the right.
This skewness often occurs in data where there is a natural limit on the lower side and potential for unusually high values, such as income levels or time spent in activities that have a maximum limit.
  • In right-skewed distributions: the median is often less than the mean.
  • The higher values are less frequent, but they significantly impact the mean.
  • Real-life examples include variables like income, where most people earn below the average, but a few with high earnings skew the average upwards.
In the set of data about gaming times, the right-skewed nature implies most high school boys spend around the average or less time on games, but a handful of extreme cases (high gaming times) stretch the mean upwards, deviating from a normal distribution. Thus, the presence of significantly higher times spent by a few students creates skewness that prevents the distribution from being normal.

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