Question
*** Please use statistical package R/R studio to solve the problem and provide the complete R snippet. Thanks!* The attached dataset (EVE.xlsx in text) is
*** Please use statistical package R/R studio to solve the problem and provide the complete R snippet. Thanks!*
The attached dataset (EVE.xlsx in text) is an anonymized random sample of proprietary data for users of the video game EVE Online. Eve is an online role-playing game hosted by the CCP Games. In EVE players create characters and then compete and interact with others in a fictional universe.
*Here is the link for dataset*
https://docs.google.com/spreadsheets/d/1il0BsNZWBqCp22aw2_VEBp68l2ROLTem/edit?usp=sharing&ouid=109466379533506969270&rtpof=true&sd=true
The dataset contains the following variables for a random sample of 311742 EVE characters from six real world nations:
- userID: an ID code for each unique user playing EVE
- UGender: the self-reported user gender
- UCountryIP: user nation, based on IP address
- Uage_decile: user self-reported age
- charID: an ID code for each unique character
- CGender: the character gender chosen by the player. This choice has no effect on the capabilities or resources of the character.
- CCareer: the character "career path" chosen by the player. This choice has no effect on the capabilities or resources of the character.
- CViolence: 1 = the character engages in violence during the first week of game play
- CCorp: 1 = the character joins a player run corporations
- CDMY: the month/year of character creation
- LogonHours: the number of hours of cumulative game play You have been hired as a consultant to advise CCP on tactics for increasing player engagement (LogonHours), as greater engagement presumably translates to increased subscriber revenue.
Please run R studio to answer follows questions:
- Using regression analysis, examine factors influencing engagement. (Use R studio)
- Report the results.
- Answer the sub-questions.
- What factors are correlated with greater engagement?
- How confident are you that nudging players towards certain choices (that is, prompting them to choose a military career or joining a corporation) will result in higher engagement?
*The following two screenshots are the sample codes*
simulated data # 1 - create the simulated data # total number of observations obs = mean(X2))] # dependent variable Y # Y is a function of X1 (b=.4) + X2 (b=.1) + random noise simdata[,Y := .4*X1 +.1*X2 + rnorm(obs, mean = 1, sd = .2 )] wStep by Step Solution
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