Cia 3 Dafm

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 17

MBA PROGRAMME

SCHOOL OF BUSINESS AND MANAGEMENT


CHRIST (DEEMED TO BE UNIVERSITY), BANGALORE

RESEARCH-BASED ASSIGNMENT

A report submitted on the survey conducted on the game Call of Duty


to find the gaming addiction

By

2127615 KUSHAGRA BHANAWAT


2127634 ADITI MISHRA
2127644 KEERTHANA G
2127649 NEOLA CLEO REGO
2127665 SHINY ELLIS

Under the Guidance of

DR SUBBURAJ A

OCTOBER 2021

1
Table of Contents

S. No. Topic Page No.

1. Introduction 3

2. Chi-Square 3

3. Analysis of Variance (ANOVA) 8

4. Correlation 11

5. Regression 13

6. References 17

2
Introduction

The coronavirus outbreak and subsequent lockdowns have boosted the online gaming sector,
causing adverse implications on people's minds and bodies. Gaming is highly addictive to a
vast proportion of adults and teenagers all around the world.
According to research published in the Indian Journal of Public Health, 50.8 percent of
participants will spend more gaming after the lockdown. During the epidemic, the number of
players in games like Call of Duty and FIFA increased dramatically.
Hence, A survey was conducted on the game call of duty to find the game addiction for
comparing several factors like the influence of decision to play the game, hours spent on
playing the game, level of satisfaction, sleep routine, emotional imbalance, and for how many
months have the players been playing the game.

Chi-Square
Chi-square tests enable us to test whether more than two population proportions can be
considered equal. Chi-square tests allow us to do a lot more than just test for the equality of
several proportions. Suppose we classify a population into several categories for two
attributes (age and job performance). In that case, we can then use a chi-square test to
determine whether the two attributes are independent of each other.

 Null Hypothesis (H0): The null hypothesis, denoted H0, represents the hypothesis
that is assumed to be valid unless the data provide convincing evidence that it is false.
This usually represents the "status quo" or some claim about the population parameter
that the researcher wants to test.

 Alternative Hypothesis (Ha): The alternative (research) hypothesis, denoted Ha,


represents the hypothesis that will be accepted only if the data provide convincing
evidence of its truth. This usually represents the values of a population parameter for
which the researcher wants to gather evidence to support.

3
Gender What influenced your decision to play "Call of Duty"?
Male Own Interest
Male Peer Influence
Female Peer Influence
Male Own Interest
Female Own Interest
Male Peer Influence
Male Own Interest
Female Peer Influence
Male Own Interest
Male Own Interest
Male Peer Influence
Male Own Interest
Male Own Interest
Female Peer Influence
Female Peer Influence
Male Peer Influence
Male Own Interest
Female Own Interest
Male Own Interest
Female Own Interest
Female Own Interest
Male Own Interest
Female Peer Influence
Male Peer Influence
Male Peer Influence
Female Peer Influence
Male Own Interest
4
Female Peer Influence
Female Peer Influence
Male Own Interest
Female Peer Influence
Male Own Interest
Male Own Interest
Male Own Interest
Female Peer Influence
Female Peer Influence
Male Own Interest
Male Own Interest
Female Own Interest
Male Own Interest
Male Own Interest
Female Own Interest
Male Own Interest
Male Peer Influence
Female Own Interest
Male Own Interest
Male Own Interest
Male Peer Influence
Male Own Interest
Male Own Interest

Problem: Determining the relationship between Gender and Decision to play Call of Duty.
H0: Independent - There is no association between gender and decision to play.
H1: Dependent - There is an association between gender and decision to play.

5
Step 1: Observed Value
Tota
  Own Interest Peer Influence
l
Female 7 11 18

Male 24 8 32

Total 31 19 50

Step 2: Expected Value


Expected Value=Row Total ×Column Total /Grand Total

  Own Interest Peer Influence


Female 11.16 6.84
Male 19.84 12.16

Step 3: Observed Value - Expected Value


O-E Own Interest Peer Influence
Female -4.16 4.16
Male 4.16 -4.16

Step 4: (Observes Value – Expected Value)^2


  Own Interest Peer Influence

Female 17.3056 2.039608

Male 2.039608 17.3056

6
Step 5: (Observes Value – Expected Value)^2
Expected
(O-E)^2/E Own Interest Peer Influence
Female 1.550681 0.298188
Male 0.102803 1.423158

Step 6: Chi Square Result


X2 = 3.3748

Step 7: Reject H0 if X2 > Table Value (Chi Square)


Number of Degrees of freedom= (Row-1) × (Column-1)
DF= (2-1) × (2-1)
DF= 1

Step 8:
α =5 %=0.05

Step 9
Table Value= 3.84
3.37 < 3.84

Step 10
Inference: Therefore, H0 is accepted, and the condition is not satisfied. Hence age and
gender are independent. From the chi-square test, the Null Hypothesis (H0) is accepted, and
we can infer that gender and age have no relation and are independent.

7
Analysis Of Variance (ANOVA)

Analysis of variance (often abbreviated ANOVA) will enable us to test for the significance of
the differences among more than two sample means. Using analysis of variance, we will be
able to make inferences about whether or samples are drawn from populations having the
same mean. To use analysis of variance, we must assume that each of the samples is drawn
from a normal population and that each of these populations has the same variance, σ 2.
However, if the sample sizes are large enough, we do not need the assumption of normality.
Analysis of variance is based on comparing two different estimates of the variance, σ 2, of
our overall population.

How many hours do you spend What is your reaction to the


playing "Call of Duty"? number of hours played?

More than 4 Unhappy


More than 4 Happy
1-2 hours Happy
1-2 hours Neutral
1-2 hours Neutral
1-2 hours Unhappy
1-2 hours Neutral
1-2 hours Happy
1-2 hours Unhappy
1-2 hours Neutral
1-2 hours Happy
2-4 hours Unhappy
2-4 hours Unhappy
1-2 hours Neutral
2-4 hours Neutral
2-4 hours Happy
1-2 hours Neutral
1-2 hours Unhappy
2-4 hours Neutral
2-4 hours Neutral
2-4 hours Unhappy

8
1-2 hours Unhappy
2-4 hours Unhappy
1-2 hours Neutral
1-2 hours Happy
1-2 hours Neutral
2-4 hours Neutral
1-2 hours Neutral
1-2 hours Neutral
1-2 hours Happy
2-4 hours Neutral
1-2 hours Unhappy
1-2 hours Unhappy
1-2 hours Neutral
1-2 hours Happy
2-4 hours Neutral
1-2 hours Unhappy
2-4 hours Unhappy
1-2 hours Unhappy
1-2 hours Neutral
More than 4 Happy
1-2 hours Unhappy
1-2 hours Unhappy
More than 4 Unhappy
1-2 hours Happy
1-2 hours Happy
2-4 hours Unhappy
1-2 hours Neutral
1-2 hours Unhappy
2-4 hours Neutral

Dependent Variable: Hours spent on playing Call of Duty.


Independent Variable: Level of Satisfaction on playing Call of Duty.

Source of Sum of Degrees of Mean Sum of F- Ratio


Variation Squares Freedom Square

9
Between SSC C-1 SSC MSC
MSC=
Samples C−1 MSE

Within SSE N-C SSE


MSE=
Samples N −C

Total SST N-1

  Happy Neutral Unhappy


1 to 2 8 13 11
2 to 4 1 7 6
More Than 4 2 0 2

Problem: Does the number of hours spent on playing Call of Duty determine the players'
level of satisfaction?
Step 1
H0: Number of hours spent on playing Call of Duty does not affect the Level of Satisfaction
H1: Number of hours spent on playing Call of Duty affects the Level of Satisfaction
H0: µ1 = µ2 = µ3
H1: µ1 ≠ µ2 ≠ µ3

Step 2
α = 5% = 0.05

Step 3: F Test
SUMMARY
Groups Count Sum Average Variance
8 2 3 1.5 0.5
13 2 7 3.5 24.5
11 2 8 4 8

ANOVA
Source of SS df MS F P-value F crit

10
Variation
Between Groups 7 2 3.5 0.31818182 0.749343 9.552094
Within Groups 33 3 11
Total 40 5

Step 4
Reject H0 if F value > Critical Value or Table Value

Step 5
Inference: As per ANOVA Single Factor Test, the condition is not satisfied, and H0 is
accepted. Hence, the number of hours spent playing Call of Duty does not affect the Level of
Satisfaction.

CORRELATION

Correlation analysis is the statistical tool we can use to describe the degree to which one
variable is linearly related to another. Often, correlation analysis is used in conjunction with
regression analysis to measure how well the regression line explains the variation of the
dependent variable Y. Correlation can also be used by itself, however, to measure the degree
of association between two variables. Statisticians have developed two measures for
describing the correlation between two variables: the coefficient of determination and the
coefficient of correlation. Introducing these two measures of association is the purpose of this
section.

How many hours


Age do you spend X Y Xi – X Yi – Y (Xi – X )(Yi – Y ) (xi – x )2 (yi - y )2
daily?
20-30 more than 4 29 5 5.1 2.22 11.322 26.01 4.9284
20-30 more than 4 21 3 -2.9 0.22 -0.638 8.41 0.0484
Below 1-2 hours 19 2 -4.9 -0.78 3.822 24.01 0.6084
20
20-30 1-2 hours 30 1 6.1 -1.78 -10.858 37.21 3.1684
20-30 1-2 hours 26 5 2.1 2.22 4.662 4.41 4.9284

11
20-30 1-2 hours 21 5 -2.9 2.22 -6.438 8.41 4.9284
20-30 1-2 hours 23 2 -0.9 -0.78 0.702 0.81 0.6084
20-30 1-2 hours 22 5 -1.9 2.22 -4.218 3.61 4.9284
20-30 1-2 hours 26 4 2.1 1.22 2.562 4.41 1.4884
20-30 1-2 hours 28 3 4.1 0.22 0.902 16.81 0.0484
20-30 1-2 hours 29 1 5.1 -1.78 -9.078 26.01 3.1684
Below 2-4 hours 17 3 -6.9 0.22 -1.518 47.61 0.0484
20
20-30 2-4 hours 23 3 -0.9 0.22 -0.198 0.81 0.0484
20-30 1-2 hours 27 2 3.1 -0.78 -2.418 9.61 0.6084
20-30 2-4 hours 27 1 3.1 -1.78 -5.518 9.61 3.1684
Below 2-4 hours 15 5 -8.9 2.22 -19.758 79.21 4.9284
20
20-30 1-2 hours 24 4 0.1 1.22 0.122 0.01 1.4884
20-30 1-2 hours 28 4 4.1 1.22 5.002 16.81 1.4884
20-30 2-4 hours 21 2 -2.9 -0.78 2.262 8.41 0.6084
20-30 2-4 hours 21 3 -2.9 0.22 -0.638 8.41 0.0484
20-30 2-4 hours 25 3 1.1 0.22 0.242 1.21 0.0484
20-30 1-2 hours 29 2 5.1 -0.78 -3.978 26.01 0.6084
20-30 2-4 hours 25 1 1.1 -1.78 -1.958 1.21 3.1684
20-30 1-2 hours 21 5 -2.9 2.22 -6.438 8.41 4.9284
20-30 1-2 hours 25 4 1.1 1.22 1.342 1.21 1.4884
20-30 1-2 hours 21 5 -2.9 2.22 -6.438 8.41 4.9284
20-30 2-4 hours 29 4 5.1 1.22 6.222 26.01 1.4884
20-30 1-2 hours 28 5 4.1 2.22 9.102 16.81 4.9284
20-30 1-2 hours 28 2 4.1 -0.78 -3.198 16.81 0.6084
20-30 1-2 hours 29 4 5.1 1.22 6.222 26.01 1.4884
20-30 2-4 hours 28 2 4.1 -0.78 -3.198 16.81 0.6084
20-30 1-2 hours 30 1 6.1 -1.78 -10.858 37.21 3.1684
20-30 1-2 hours 23 1 -0.9 -1.78 1.602 0.81 3.1684
20-30 1-2 hours 27 2 3.1 -0.78 -2.418 9.61 0.6084
20-30 1-2 hours 20 4 -3.9 1.22 -4.758 15.21 1.4884
20-30 2-4 hours 26 1 2.1 -1.78 -3.738 4.41 3.1684
20-30 1-2 hours 23 2 -0.9 -0.78 0.702 0.81 0.6084
20-30 2-4 hours 29 2 5.1 -0.78 -3.978 26.01 0.6084
20-30 1-2 hours 28 1 4.1 -1.78 -7.298 16.81 3.1684
Below 1-2 hours 18 3 -5.9 0.22 -1.298 34.81 0.0484
20
20-30 more than 4 20 3 -3.9 0.22 -0.858 15.21 0.0484
Below 1-2 hours 15 1 -8.9 -1.78 15.842 79.21 3.1684
20
20-30 1-2 hours 22 5 -1.9 2.22 -4.218 3.61 4.9284
20-30 more than 4 29 1 5.1 -1.78 -9.078 26.01 3.1684
Below 1-2 hours 16 4 -7.9 1.22 -9.638 62.41 1.4884
20
Below 1-2 hours 17 2 -6.9 -0.78 5.382 47.61 0.6084
20
Below 2-4 hours 19 2 -4.9 -0.78 3.822 24.01 0.6084

12
20
20-30 1-2 hours 20 1 -3.9 -1.78 6.942 15.21 3.1684
20-30 1-2 hours 26 1 2.1 -1.78 -3.738 4.41 3.1684
20-30 2-4 hours 22 2 -1.9 -0.78 1.482 3.61 0.6084
    23.9 2.78     -58.1 916.5 102.58

Problem: To find the relationship between the age of the players and the hours spent playing
Call of Duty.

94014.57
¿
306.6179545
r = -0.18949
= -18.9487%

Inference
There is a negative correlation of 0.18 between the age of the players and the number of
hours spent playing Call of Duty. A negative correlation is a relationship between two
variables in which one increases while the other falls, and vice versa. When two variables
tend to move in opposite sizes and directions, such as when one increases, the other drops,
and vice versa, this is known as a negative or inverse correlation. As a result of the foregoing
calculations, it is discovered that the age of the players and time spent per day the game
moves in an opposite direction.

REGRESSION

In regression analysis, we shall develop an estimating equation, a mathematical formula that


relates the known variables to the unknown variable. Then, after we have learned the pattern
of this relationship, we can apply correlation analysis to determine the degree to which the
variables are related. Regression and correlation analyses show us how to determine the
nature and the strength of a relationship between two variables. We will learn to predict, with
some accuracy, the value of an unknown variable based on past observations of that variable
and others. Regression and correlation analyses are based on the relationship, or association,
between two (or more) variables. The known variable (or variables) is called the independent
variable(s). The variable we are trying to predict is the dependent variable.
13
X (Independent Variable) Age

Y (Dependent Variable) How many hours do you spend


playing "Call of Duty" daily?

X Y
29 5
21 3
19 2
30 1
26 5
21 5
23 2
22 5
26 4
28 3
29 1
17 3
23 3
27 2
27 1
15 5
24 4
28 4
21 2
21 3
25 3
29 2
25 1
21 5
25 4
21 5
29 4
28 5
28 2
29 4
28 2

14
30 1
23 1
27 2
20 4
26 1
23 2
29 2
28 1
18 3
20 3
15 1
22 5
29 1
16 4
17 2
19 2
20 1
26 1
22 2

Problem: To find the impact on the number of hours spent playing Call of Duty based on the
age of the players.
Note: Regression is an extension of correlation. So the data from the correlation table has
been used here too.

H0: The age of the players doesn't affect the number of hours spent on a game.
H1: The age of the players affects the number of hours spent on a game.

SUMMARY OUTPUT
Regression Statistics  
Multiple R 0.189486621
R Square 0.035905179
Adjusted R Square 0.015819871
Standard Error 1.435392271
15
Observations 50

ANOVA
  df SS MS F Significance F
Regression 1 3.683153301 3.6832 1.7876 0.187516957
Residual 48 98.8968467 2.0604    
Total 49 102.58      

Standard P- Upper Lower Upper


  Coefficients Error t Stat value Lower 95% 95% 95.0% 95.0%
Intercep
t 4.295100927 1.151227108 3.7309 0.0005 1.98040369 6.6098 1.9804 6.60979816
X -0.063393344 0.047413757 -1.337 0.1875 -0.158725092 0.0319 -0.1587 0.0319384

Step 1: Model Fit


Check Significance: Reject H0, if significance is less than (>) 0.05, otherwise accept H1.
0.187516957 > 0.05
Since significance is greater than (>) 0.05, accept H0
Hence, the age of the players does not have an effect on the time spent on the game.

Step 2: Prediction
R: 0.189486620577942
Conclusion: There is an 18.95% relation between the age of the players and the number of
hours spent on the game.
R2 = 0.0359051793780488
Conclusion: 3.59% of time spent on the game can be predicted by the player's age.

Step 3: Rate of Change


Conditional Question: If age = 25, time spent playing Call of Duty - ?
Regression equation: Y= a+ bx
Where, Y- Time Spent
a- Intercept Coefficient = 4.29510092744135
b- X Coefficient Value = -0.0633933442444082
x- Age of the Players = 25

16
Result: Time Spent= 2.710 hours
Conclusion: The Predicted time spent on playing Call of Duty by a 25-year-old is 2.71 hours.

Relationship between X & Y


6

4
Y-Time Spent

0
14 16 18 20 22 24 26 28 30 32
X-Age

The above scatter diagram represents a low degree of correlation. The two variables, i.e., the
players' age and hours spent on playing Call of Duty, are negatively correlated.

References

Statistics for Management by Richard I. Levin, Masood H. Siddiqui, David S. Rubin, and
Sanjay Rastogi
Statistics for Business and Economics by David R. Anderson, Dennis J. Sweeney, Thomas A.
Williams, Jeffrey D. Camm, and James J. Cochran
https://www.callofduty.com

17

You might also like