Nonviolent Game Violent Game 3 9. 6. 4 2 5 Female 2 8 4 7 6. 12 9. 16 4 13 Male 8 17 10 13 8 13

MATLAB: An Introduction with Applications
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Chapter1: Starting With Matlab
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Earlier in this chapter we described a study by Bartholow and Anderson (2002) examining how the experience of violence in video games influenced aggressive behavior for males and females. Their results suggest that increased violence increase aggressive behavior for males but has little or no effect for females. The following data are measures of aggressive behavior similar to the results obtained in the study.

Use an ANOVA with α=.05 to evaluate the data. Describe the effect of the violent game compared with a nonviolent game on the aggressive behavior for males and for females.

Calculate the effect size
(η2) for each main effect and for the interaction.

The table presented provides data on the preferences of video game types, categorized by gender. It is organized as follows:

- There are two main columns: "Nonviolent Game" and "Violent Game."
- Under each column, data is presented for "Female" and "Male" participants.

In the "Nonviolent Game" column:
- Female scores are: 3, 6, 2, 2, 4, 7
- Male scores are: 9, 9, 4, 8, 10, 8

In the "Violent Game" column:
- Female scores are: 9, 4, 5, 8, 4, 6
- Male scores are: 12, 16, 13, 17, 13, 13

This table can be used to compare the preferences between nonviolent and violent games among different genders. It provides insights into trends that may be influenced by gender differences in gaming preferences.
Transcribed Image Text:The table presented provides data on the preferences of video game types, categorized by gender. It is organized as follows: - There are two main columns: "Nonviolent Game" and "Violent Game." - Under each column, data is presented for "Female" and "Male" participants. In the "Nonviolent Game" column: - Female scores are: 3, 6, 2, 2, 4, 7 - Male scores are: 9, 9, 4, 8, 10, 8 In the "Violent Game" column: - Female scores are: 9, 4, 5, 8, 4, 6 - Male scores are: 12, 16, 13, 17, 13, 13 This table can be used to compare the preferences between nonviolent and violent games among different genders. It provides insights into trends that may be influenced by gender differences in gaming preferences.
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