The popularity of computer, video, online, and virtual reality games has raised concerns about ...
The popularity of computer, video, online, and virtual reality games has raised concerns about their ability to negatively impact youth. The data in this exercise are based on a recent survey of 14- to 18- year- olds in Connecticut high schools. Here are the grade distributions of boys who have and have not played video games: Grade average A's and B's C's D's and F's Total Played games 724 453 190 1367 Never played games 197 153 64 414 Total 921 606 254 1781 The null hypothesis "no relationship" says that in the population of all 14- to 18- year-old boys in Connecticut, the proportions who have each grade average are the same for those who play and don't play video games. Find the expected counts (±0.01) if this hypothesis is true and display them in a two-way table. A's and B's C's D's and F's Played games Never played games
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- Thepopularityofcomputervideoonlineandvirtualrealitygames.xls