Find the test statistic. (Round your answer to two decimal places.) F = Use technology to find the P-value. (Round your answer to four decimal places.) P-value =

Glencoe Algebra 1, Student Edition, 9780079039897, 0079039898, 2018
18th Edition
ISBN:9780079039897
Author:Carter
Publisher:Carter
Chapter10: Statistics
Section10.6: Summarizing Categorical Data
Problem 4BGP
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Please answer  first pic is for reference. F and P Value ty!

Find the test statistic. (Round your answer to two decimal places.)
F =
Use technology to find the P-value. (Round your answer to four decimal places.)
P-value =
Transcribed Image Text:Find the test statistic. (Round your answer to two decimal places.) F = Use technology to find the P-value. (Round your answer to four decimal places.) P-value =
The authors of a paper on perceptions of video games 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 7+, indicating that the game was not appropriate for children under the age of 7. Others read the same description, but with an age-restrictive label of 12+, 16+, or 18+. The following data for
12- to 13-year-old boys are consistent with summary statistics given in the paper. (The sample sizes in the actual experiment were larger.) For purposes of this exercise, you can assume that the boys were
assigned at random to one of the four age label treatments (7+, 12+, 16+, and 18+). Data shown are the boys' ratings of how much they wanted to play the game on a scale of 1 to 10.
76
7+ label
12+ label
6
8 7
16+ label 7 9
18+ label 10
9
USE SALT
10 5
6
9
5 8 6
7
7
2000
7
9
4
6
51
1 2
8
8 4
8 9
9
6
10
4
7
7
8
Transcribed Image Text:The authors of a paper on perceptions of video games 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 7+, indicating that the game was not appropriate for children under the age of 7. Others read the same description, but with an age-restrictive label of 12+, 16+, or 18+. The following data for 12- to 13-year-old boys are consistent with summary statistics given in the paper. (The sample sizes in the actual experiment were larger.) For purposes of this exercise, you can assume that the boys were assigned at random to one of the four age label treatments (7+, 12+, 16+, and 18+). Data shown are the boys' ratings of how much they wanted to play the game on a scale of 1 to 10. 76 7+ label 12+ label 6 8 7 16+ label 7 9 18+ label 10 9 USE SALT 10 5 6 9 5 8 6 7 7 2000 7 9 4 6 51 1 2 8 8 4 8 9 9 6 10 4 7 7 8
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