the first video game device was called the cathode ray tube amusement device, which was created in...
TRANSCRIPT
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
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?
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
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
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
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
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
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)
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
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
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
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
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
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
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
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
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
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
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
Bias/Error
Difference in collection Events or deals Times of the day Holidays (memorial day) People can lie People blew us off Our enthusiasm
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