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.

Homework Answers

Answer #1

I have given my best to solve your problem. Please like the answer if you are satisfied with it. ?

Know the answer?
Your Answer:

Post as a guest

Your Name:

What's your source?

Earn Coins

Coins can be redeemed for fabulous gifts.

Not the answer you're looking for?
Ask your own homework help question
Similar Questions
Want to know if increasing levels of movie violence increases viewer aggression. Three groups of subjects...
Want to know if increasing levels of movie violence increases viewer aggression. Three groups of subjects are randomly selected and assigned to groups. All groups view a 30-minute motion picture, but in each version of the movie there are a different number of violent scenes. Following the movie, all subjects are given the TAT (Thematic Apperception Test) and scored on the amount of fantasy aggression displayed, high scores indicating higher levels of aggression.         No Violent Scenes                            5 Violent...
7. Measures of effect size for the repeated-measures t Previous studies have shown that playing video...
7. Measures of effect size for the repeated-measures t Previous studies have shown that playing video games can increase visual perception abilities on tasks presented in the gaming zone of the screen (within 5 degrees of the center). A graduate student is interested in whether playing video games increases peripheral visual perception abilities or decreases attention to peripheral regions because of focus on the gaming zone. For his study, he selects a random sample of 64 adults. The subjects complete...
A researcher is interested in studying the effect of playing video-games on reaction time. Specifically, he...
A researcher is interested in studying the effect of playing video-games on reaction time. Specifically, he thinks that playing a videogame will change reaction times, but he doesn’t know if it will make subjects faster or slower. He collects the following reaction times (in milliseconds) from a sample of 10 subjects before and after playing a video game for one hour. Before Playing a Video Game (T1) After Playing a Video Game (T2) Difference Score (D) = T1-T2 360 374...
Public health experts worry that average anxiety levels have increased during the COVID-19 pandemic. It is...
Public health experts worry that average anxiety levels have increased during the COVID-19 pandemic. It is known that, prior to the pandemic, the average score on the standardized anxiety measure was μ = 50. To explore whether anxiety has increased, a random sample of individuals complete the standardized anxiety measure during the pandemic. The random sample of n = 30 had an average score of M = 55, with SS = 899 (a) Compute the degrees of freedom for the...
Researchers wants to know if taking the herbal supplement St. John's Wort will affect depression. First,...
Researchers wants to know if taking the herbal supplement St. John's Wort will affect depression. First, they measure the depression level of a sample of n = 4 depressed people (Pre-Test Scores). Then after a week of taking St. John's Wort, they again measure the sample's depression levels (Post-Test Scores). Note that high scores on the depression measure indicate more depression, whereas low scores indicate less depression. Participant Pre-Test Scores Post-Test Scores A 9 6 B 12 5 C 13...
To measure amount of violent video game play, participants were asked to name their three favorite...
To measure amount of violent video game play, participants were asked to name their three favorite video games, to indicate how often they play each video game (on a scale from 1 = sometimes to 7 = very often), and to rate how violent the content of each video game was (on a scale from 1=not at all to 7=very). As in previous research (e.g., Anderson & Dill, 2000; Greitemeyer, 2014), for each video game, the frequency of game play...
#3 The authors of the paper "Age and Violent Content Labels Make Video Games Forbidden Fruits...
#3 The authors of the paper "Age and Violent Content Labels Make Video Games Forbidden Fruits for Youth" carried out an experiment to determine if restrictive labels on video games actually increased the attractiveness of the game for young game players.† Participants read a description of a new video game and were asked how much they wanted to play the game. The description also included an age rating. Some participants read the description with an age restrictive label of 71,...
Your statistics professor is involved in another educational outreach program designed to decrease participants’ levels of...
Your statistics professor is involved in another educational outreach program designed to decrease participants’ levels of stress. She designed a study in which participants were randomly assigned to two groups. One group completed a 30-minute meditation. A second, control group watched television for 30-minutes. After 30 minutes, participants reported their level of stress. Your professor, again, asks for your assistance. She predicts that the average level of stress will differ significantly between the meditation and control groups. She wants to...
Independent-Samples t-Test In a research project, researchers track the health and cognitive functions of the elderly...
Independent-Samples t-Test In a research project, researchers track the health and cognitive functions of the elderly in the community. To examine any possible gender differences in their sample, they want to see if the females and the males differ significantly on the education level (number of years of formal schooling). The researchers are not predicting any direction in the possible gender differences so the hypotheses should be non-directional. They would like to run a two-tailed test with α = .10....
Calculate the mean, median, mode, variance (population) and standard deviation (sample) for the following test grades:...
Calculate the mean, median, mode, variance (population) and standard deviation (sample) for the following test grades: 65, 60, 67, 71, 75, 80, 65 Use this information to answer questions #1-4. Question 1 (0.5 points) Saved The mode is: Question 1 options: 65 60 There is no modal category 75 71 Question 2 (0.5 points) Saved The median is: Question 2 options: 67 65 80 66 None of the above Question 3 (0.5 points) What is the approximate population variance for...
ADVERTISEMENT
Need Online Homework Help?

Get Answers For Free
Most questions answered within 1 hours.

Ask a Question
ADVERTISEMENT