Question

Researchers want to know if playing violent video games increases aggression levels. They know that the...

Researchers want to know if playing violent video games increases aggression levels. They know that the typical teenager scores an average of μ = 4 on a test of aggression. To evaluate their hypothesis, they take a random sample of n = 5 teenagers and have them play violent video games for two hours. After playing the games the teenagers then are measured with the aggression test, resulting in the following scores:

X
4
7
5
6
6

(a) Identify the Independent Variable (IV):

Aggression level

The teenagers playing video games  

The teenagers not playing video games

Violent video games

(b) Identify the Dependent Variable (DV):

Aggression level

The teenagers playing video games   

The teenagers not playing video games

Violent video games

(c) What is the null hypothesis (H0) for a two-tailed test?

μviolent video games ≤ 4

μviolent video games ≥ 4  

μviolent video games = 4

μviolent video games ≠ 4

(d) What is the alternative hypothesis (H1) for a two-tailed test?

μviolent video games ≤ 4

μviolent video games ≥ 4

μviolent video games = 4

μviolent video games ≠ 4


(e) Compute df for the single-sample t test.

df =


(f) Use the t distribution table in Appendix B to determine the critical value of t for a two-tailed test at the 0.05 level of significance. (Use 3 decimal places.)

t-critical = ±


(g) Calculate the Mean for the sample: (round up to 3 decimals)

M =


(h) Calculate the Sum of Squares (SS) for the sample: (round up to 3 decimals)

SS =


(i) Calculate the sample variance: (round up to 3 decimals)

s2 =


(j) Calculate the Standard Error of the Difference in the Means: (round up to 3 decimals)

SM =


(k) Calculate the t statistic: (round up to 3 decimals)

t =

(l) What decision should be made about the null hypopthesis (Ho)?

Retain the null hypothesis, the violent video games did not have a significant effect on aggression.

Reject the null hypothesis, the violent video games did not have a significant effect on aggression.

Reject the null hypothesis, the violent video games appeared to have a significant effect on aggression.

Retain the null hypothesis, the violent video games appeared to have a significant effect on aggression.


(m) Calculate the estimated d and r2 to measure effect size for this study. (Use 3 decimal places.)

Estimated d =
r2 =

(n) How would the results be presented in the literature?

The teenagers playing violent video games displayed an average of M = 5.6 on the aggression test with SD = 1.140. Statistical analysis indicates that the aggression levels were not significantly higher than would be expected by chance, t(5) = 3.138, p > 0.05.

The teenagers playing violent video games displayed an average of M = 5.6 on the aggression test with SD = 1.140. Statistical analysis indicates that the aggression levels were significantly higher than would be expected by chance, t(5) = 3.138, p < 0.05.  

  The teenagers playing violent video games displayed an average of M = 5.6 on the aggression test with SD = 1.140. Statistical analysis indicates that the aggression levels were significantly higher than would be expected by chance, t(4) = 3.138, p < 0.05.

The teenagers playing violent video games displayed an average of M = 5.6 on the aggression test with SD = 1.140. Statistical analysis indicates that the aggression levels were not significantly higher than would be expected by chance, t(4) = 3.138, p > 0.05.

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