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The popularity of computer, video, online, and virtual reality games has raised

ID: 3053607 • Letter: T

Question

The popularity of computer, video, online, and virtual reality games has raised concerns about their ability to negatively affect youth. The data in this exercise are based on a recent survey of 14- to 18-year-olds in a state's high schools. Here are the grade distributions of boys who have and have not played video games. Grade Average A's and B's C's D's and F's 459 143 Played games Never played games 731 183 206 78 To see the relationship between grades and game-playing experience, find the conditional distributions of grades (the response variable) for players and nonplayers. (Round your answers to two decimal places.) Grades A's and B's C's D's and F's Players Nonplayers

Explanation / Answer

here by dividiing each cell with its row total in original table:

player Non player A's and B's 53.24% 48.24% C's 33.43% 33.49% D's and F's 13.33% 18.27%
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