You're the head chair of a popular clan of 30 video-game streamers, who go viral on various video streaming platforms for annihilating the opposition in the hottest contemporary video games. Among the many things entailed by being in this clan, these streamers often go to e-sports (competitive gaming) competitions aiming to win fame, glory, and huge prizes. Here's the thing: The hottest new battle royale shooter just released last month, and a popular gaming convention has announced that they'll be hosting a competition with it. This competition has a huge entry fee, but huge reward payouts, and the whole world will be watching. While everyone knows that your clan has only the most elite, most pro gamers, you wouldn't want to take any risk of humiliating your organization and wasting money in the process. Therefore, when this new game released last month, you assigned all your clan members to play it as much as possible and document when they win. You pooled the data at the end of the month, and determined that your clan members have an average monthly win-rate (percentage of games won) of 0.18 with a standard deviation of 0.04. You then go to the website for the game's publisher company, and they report that the average global win-rate for all players is 0.13. Plenty of gamers don't even know what a standard deviation is, so they didn't include that. What do you conclude?
You're the head chair of a popular clan of 30 video-game streamers, who go viral on various video streaming platforms for annihilating the opposition in the hottest contemporary video games. Among the many things entailed by being in this clan, these streamers often go to e-sports (competitive gaming) competitions aiming to win fame, glory, and huge prizes. Here's the thing: The hottest new battle royale shooter just released last month, and a popular gaming convention has announced that they'll be hosting a competition with it. This competition has a huge entry fee, but huge reward payouts, and the whole world will be watching. While everyone knows that your clan has only the most elite, most pro gamers, you wouldn't want to take any risk of humiliating your organization and wasting money in the process. Therefore, when this new game released last month, you assigned all your clan members to play it as much as possible and document when they win. You pooled the data at the end of the month, and determined that your clan members have an average monthly win-rate (percentage of games won) of 0.18 with a standard deviation of 0.04. You then go to the website for the game's publisher company, and they report that the average global win-rate for all players is 0.13. Plenty of gamers don't even know what a standard deviation is, so they didn't include that.
What do you conclude?
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