One way developers continue to make money off their consumers for free-to-play games is through in-game purchases such as character skins, emotes, accessories, etc. One study claimed that, on average, players spend around $201 a year on in-game purchases.To determine if this is true, a random sample of 36 consumers showed that in a year they spent a sample mean x = $206 with sample standard deviation s = $13.97. Use a 5% level of significance to test the claim that the yearly mean spending by consumers on in-game purchases is greater than $201.   A) What is the level of significance? State the null and alternate hypotheses (in dollars). (Enter != for ≠ as needed.)   b) Compute the appropriate sampling distribution value of the sample test statistic. (Round your answer to two decimal places.)   Answer parts a-b.

Glencoe Algebra 1, Student Edition, 9780079039897, 0079039898, 2018
18th Edition
ISBN:9780079039897
Author:Carter
Publisher:Carter
Chapter10: Statistics
Section10.4: Distributions Of Data
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One way developers continue to make money off their consumers for free-to-play games is through in-game purchases such as character skins, emotes, accessories, etc. One study claimed that, on average, players spend around $201 a year on in-game purchases.To determine if this is true, a random sample of 36 consumers showed that in a year they spent a sample mean x = $206 with sample standard deviation s = $13.97. Use a 5% level of significance to test the claim that the yearly mean spending by consumers on in-game purchases is greater than $201.

 

A) What is the level of significance? State the null and alternate hypotheses (in dollars). (Enter != for ≠ as needed.)

 

b) Compute the appropriate sampling distribution value of the sample test statistic. (Round your answer to two decimal places.)

 

Answer parts a-b.

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