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.
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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