Question
THE VIDEO GAME SATISFACTION RATING CASE VideoGame A company that produces and markets video game systems wishes to assess its customers' level of satisfaction with
THE VIDEO GAME SATISFACTION RATING CASE VideoGame
A company that produces and markets video game systems wishes to assess its customers' level of satisfaction with a relatively new model, the XYZ-Box. In the six months since the introduction of the model, the company has received 73,219 warranty registrations from purchasers. The company will select a random sample of 65 of these registrations and will conduct telephone interviews with the purchasers. Specifically, each purchaser will be asked to state his or her level of agreement with each of the seven statements listed on the survey instrument given in Figure 1.4. Here, the level of agreement for each statement is measured on a 7-point Likert scale. Purchaser satisfaction will be measured by adding the purchaser's responses to the seven statements. It follows that for each consumer the minimum composite score possible is 7 and the maximum is 49. Furthermore,
experience has shown that a purchaser of a video game system is "very satisfied" if his or her composite score is at least 42. Suppose that when the 65 customers are interviewed, their composite scores are as given in the Table. Using the data, estimate limits between which most of the 73,219 composite scores would fall. Also, estimate the proportion of the 73,219 composite scores that would be at least 42.
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