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1.22 The lucky store effect in lottery ticket sales. In the American Economic Review (Vol. 98, 2008), University of Chicago researchers investigated the lucky store
1.22 The "lucky store effect" in lottery ticket sales. In the American Economic Review (Vol. 98, 2008), University of Chicago researchers investigated the lucky store eect theory in lottery ticket sales, i.e., the theory that a lottery retail store that sold a largeprizewinning ticket will experience greater ticket sales the following week. The researchers examined the weekly ticket sales of all 24,400 active lottery retailers in Texas. The analysis showed that "the week following the sale of [a winning Lotto Texas ticket], the winning store experiences a 12 to 38 percent relative sales increase. . . . " Consequently, the researchers project that future winning lottery retail stores will experience the lucky store eect. Is this study an example of descriptive statistics or inferential statistics? Explain. 1.24 Who is better at multi-tasking? In business, employees are often asked to perform a complex task when their attention is divided l[i.e., multitasking}. Human Factors (May 2014) published a study designed to determine whether video game players are better than nonvideo game players at multitasking. Each in a sample of 60 college students was classied as a video game player or a nonplayer. Participants entered a street crossing simulator and were asked to cross a busy street at an unsigned intersection. The simulator was designed to have cars traveling at various high rates of speed in both directions. During the crossing, the students also performed a memory task as a distraction. Two variables were measured for each student: (1) a street crossing performance score (measured out of 100 points) and (2} a memory task score I(measured out of 20 points). The researchers found no differences in either the street crossing performance or memory task score of video game players and nongamers. \"These re sults,\" say the researchers, "suggest that action video game players [and nongamers] are equally susceptible to the costs of dividing attention in a complex task." a. Identify the experimental unit for this study. b. Identify the variables measured as quantitative or qualitative. 4:. Is this an application of descriptive statistics or inferential statistics? Explain
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