Previous studies have shown that playing video games can increase visual perception abilities on tasks presented in the gaming zone of the screen (within 5 degrees of the center). A graduate student is interested in whether playing video games increases peripheral visual perception abilities, or decreases attention to peripheral regions because of focus on the gaming zone. For her study, she selects a random sample of 81 adults. The subjects complete a difficult spatial perception task to determine baseline levels of their abilities. After playing an action video game (a first-person combat simulation) for 1 hour a day over 10 days, they complete the difficult perception task for a second time. Before playing the action video game, the mean score in their accuracy on the spatial task was 0.31. After playing the action video game, the mean score was 0.04 higher. The graduate student has no presupposed assumptions about whether playing video games increases peripheral visual perception abilities, or decreases attention to peripheral regions because of focus on the gaming zone, so she formulates the null and alternative hypotheses as:

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Previous studies have shown that playing video games can increase visual perception abilities on tasks presented in the gaming zone of the screen
(within 5 degrees of the center). A graduate student is interested in whether playing video games increases peripheral visual perception abilities,
or decreases attention to peripheral regions because of focus on the gaming zone. For her study, she selects a random sample of 81 adults. The
subjects complete a difficult spatial perception task to determine baseline levels of their abilities. After playing an action video game (a first-person
combat simulation) for 1 hour a day over 10 days, they complete the difficult perception task for a second time.
Before playing the action video game, the mean score in their accuracy on the spatial task was 0.31. After playing the action video game, the
mean score was 0.04 higher.
The graduate student has no presupposed assumptions about whether playing video games increases peripheral visual perception abilities, or
decreases attention to peripheral regions because of focus on the gaming zone, so she formulates the null and alternative hypotheses as:
Ho HD = 0
H₁ HD 0
Assume that the data satisfy all of the required assumptions for a repeated-measures t test. The graduate student calculates the following
statistics for her hypothesis test:
Mean difference (MD)
Estimated population standard deviation of the differences (s)
Estimated standard error of the mean differences (SMD)
Degrees of freedom (df)
The t statistic
The critical values of t when a = .05
0.04
0.08
0.0089
80
4.49
±1.990
Transcribed Image Text:Previous studies have shown that playing video games can increase visual perception abilities on tasks presented in the gaming zone of the screen (within 5 degrees of the center). A graduate student is interested in whether playing video games increases peripheral visual perception abilities, or decreases attention to peripheral regions because of focus on the gaming zone. For her study, she selects a random sample of 81 adults. The subjects complete a difficult spatial perception task to determine baseline levels of their abilities. After playing an action video game (a first-person combat simulation) for 1 hour a day over 10 days, they complete the difficult perception task for a second time. Before playing the action video game, the mean score in their accuracy on the spatial task was 0.31. After playing the action video game, the mean score was 0.04 higher. The graduate student has no presupposed assumptions about whether playing video games increases peripheral visual perception abilities, or decreases attention to peripheral regions because of focus on the gaming zone, so she formulates the null and alternative hypotheses as: Ho HD = 0 H₁ HD 0 Assume that the data satisfy all of the required assumptions for a repeated-measures t test. The graduate student calculates the following statistics for her hypothesis test: Mean difference (MD) Estimated population standard deviation of the differences (s) Estimated standard error of the mean differences (SMD) Degrees of freedom (df) The t statistic The critical values of t when a = .05 0.04 0.08 0.0089 80 4.49 ±1.990
Notice that since the t statistic (4.49) is in the critical region (t < -1.990 or t > 1.990), the hypothesis test is significant when a = .05.
A 95% confidence interval for the mean difference is
Use Cohen's d to calculate the effect size. The absolute value of the estimated d is
▼ effect size.
a
Using Cohen's criteria, this is
% of the variability in the peripheral visual
Use r² to calculate the effect size. The r² is ▼. This value of r² means that, on average,
perception is explained by whether it was measured before or after playing the action video game. (Round to the nearest percent.)
Transcribed Image Text:Notice that since the t statistic (4.49) is in the critical region (t < -1.990 or t > 1.990), the hypothesis test is significant when a = .05. A 95% confidence interval for the mean difference is Use Cohen's d to calculate the effect size. The absolute value of the estimated d is ▼ effect size. a Using Cohen's criteria, this is % of the variability in the peripheral visual Use r² to calculate the effect size. The r² is ▼. This value of r² means that, on average, perception is explained by whether it was measured before or after playing the action video game. (Round to the nearest percent.)
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