Does gamification motivate customer research management (CRM) utilization? Gamif
ID: 3174630 • Letter: D
Question
Does gamification motivate customer research management (CRM) utilization? Gamification is the use of game mechanics to motivate, modify, or reward distinct behaviors. In the context of sales effectiveness, it is deployed to encourage both sales accomplishments and nonsales activities. A survey of end-user sales organizations indicates that 32 of 37 gamification-user organizations provide mobile access to CRM, whereas164 of 277 non-gamification-user organizations provide mobile access to CRM. Complete parts (a) through (c) below.
Calculate the test statistic.
X2STAT=_________________________(Round to two decimal places as needed.)
What is the critical value for =0.005?
X20.005=_________________________(Round to two decimal places as needed.)
State the conclusion.
Since the test statistic is (1)_________________ the critical value, there is (2)_________________________evidence to conclude there is a significant difference between the proportions.
c. Determine the p-value in (a) and interpret its meaning.
The p-value is=___________________(Round to three decimal places as needed.)
Interpret the p-value.
The p-value is the probability that in a random sample of 314 people, the difference between the proportion of gamification-user sales organizations and non-gamification-user sales organizations will be (3)_____________________the difference in this sample, assuming that the proportion of gamification-user sales organizations is (4)___________________the proportion of non-gamification-user sales organizations.
Explanation / Answer
from above X2STAT= 10.356
here degree if freedom =1
hence critical value for =0.005 is =7.8794
Since the test statistic is (1)_ is greater then the critical value, there is sufficient evidence to conclude there is a significant difference between the proportions.
c) p value =0.0013
proportion of gamification-user sales organizations and non-gamification-user sales organizations will be (3) equal
the difference in this sample, assuming that the proportion of gamification-user sales organizations is (4)independent of the proportion of non-gamification-user sales organizations.
Observed O game user non game user Total access _CRM 32 164 196 No access _CRM 5 113 118 Total 37 277 314 Expected E=rowtotal*column total/grand total game user non game user Total access _CRM 23.096 172.904 196 No access _CRM 13.904 104.096 118 Total 37 277 314 chi square =(O-E)^2/E game user non game user Total access _CRM 3.433 0.459 3.892 No access _CRM 5.702 0.762 6.464 Total 9.136 1.220 10.356Related Questions
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