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Tital: Statistical data of amount of "head shots and "kills" in 10 minut

Hypothesis: The more skilled (advanced players ) will have a greater
players

Data Accumulated:
Trial Player

Amount of Headshots
1
2
3
4
5
6

2
4
3
2
2
6

7
8

5
9

9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30

10
1
7
5
2
11
14
10
17
14
17
12
12
16
15
19
20
21
22
25
30
29

31
32
33
34
35
36
37
38
39
40
41
42

25
17
36
38
40
29
27
30
33
32
38
39

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head shots and "kills" in 10 minute video game Black Ops 2. nced players ) will have a greater chance of achieving more "head shots and "total kill Kills In One Game Skill Level 9 Beginners 13 Beginners 13 Beginners 10 Beginners 14 Beginners 15 Beginners 15 Beginners 20 Beginners 20 Beginners 6 Beginners 20 Beginners 16 Beginners 6 Beginners 24 Beginners 39 Mediocre 34 Mediocre 35 Mediocre 35 Mediocre 34 Mediocre 40 Mediocre 34 Mediocre 37 Mediocre 35 Mediocre 29 Mediocre 31 Mediocre 35 Mediocre 43 Mediocre 32 Mediocre 43 Advanced 43 Advanced .

52 Advanced 68 Advanced 45 Advanced 39 Advanced 49 Advanced 44 Advanced 39 Advanced 43 Advanced 39 Advanced 32 Advanced 35 Advanced 36 Advanced .

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33 0.21 0.21 0.31 0.33 0.35 0.17 0.ad shots and "total kills" in the games than that of lesser experienced Beginners: Head shots Number (N) Mean 1 1 1 2 2 2 3 4 4 5 5 5 6 7 total kills 6 10 16 6 9 14 13 13 19 15 20 24 17 20 14 14 3 14 ratio 0.23 0.22 0.25 0.06 0.35 0.14 0.10 0.26 .

43 (Adv Total K) versus 35 (Med Tota 13(Adv Head S) versus 9( Med Head S) and 3 (Beg Head S) .093886 Total Number of Headshots p 25 20 15 Number of Headshoots 10 5 0 1 2 3 4 5 6 7 8 9 Game Number Advanced were more likely to achieve greater number of hea mediocres and beginners.13.20 Lower Q 2 8 Median 4 15 Upper Q 5 16 Standard Deviation 1.9889806324 5.4024821 0.5 6.2.as the average for both headshots higher in the advanced.Mode 1.

Frequency Table of Beginners Head shotsFrequency Cumu.from the data as a who and (5-20) in the total kills .Freq 1 3 2 3 4 5 6 7 3 1 2 3 1 1 Bin 8-15 14 16 14 12 10 8 6 4 2 0 6 7 9 12 13 14 (10-15] (15-20] (20-25] Frequency 14 0 0 1-7 8-15 16-21 1-7 3 # of Kills (5-10] 16-21 0 0 14 1-7 0 8-15 0 16-21 *Note: Frequency distribution is much more concentrated across lower quartile range of values.

~ Hence from this tabulation in actuality get higher scores This correlated with the hypo Outliers will include 15 from t Outliers may be due to huma led him to achieve a score be .

24 0.28 0.13 0.35 0.26 0.19 0.30 0.25 .29 0.26 0.26 0.20 0.14 0.Tabled Data Mediocre Head shots Number (N) Mean total kills 4 5 7 7 8 8 9 9 9 10 10 10 12 15 32 35 35 37 29 34 31 34 35 34 35 39 40 43 14 14 9 35 ratio 0.29 0.29 0.

7506243 3.1 0.45 0.06295747 R f Headshots per Game 0. 35 Lower Q 6 30 Median 9 35 10 36 Upper Q Standard Deviation 2.35 0.3 Beginners Mediocre Advanced Ratio of Headshots 0.25 0.4 0.15 0.641187 0.10 34.Mode 9.5 0. a player would ach versus 35 (Med Total K) and 14 (Beg Total Kill)- the data does corr nd 3 (Beg Head S) more signs of a hi .2 0.05 0 5 6 7 8 9 10 11 12 13 14 1 Game Number ater number of headshots than that of As seen from the g for both headshots and total kills are significantly .

.advanced players the data does not made that either a concentration.(1-5) of headshots across median range of values -from headshots and (30 .etc levels Frequency Table of Med Frequency Cumu. Freq 3 3 4 4 3 Head shots 7 11 14 Bin Frequency 4 10 0 1-7 8-15 16-21 1-7 8-15 4 Frequency 4 1 5 6 7 8 9 10 11 12 13 14 15 1 0 2 2 3 3 0 1 0 0 1 16-21 10 0 12 10 10 8 6 4 4 2 0 1-7 8-15 0 16-21 re concentrated *Note: Frequency distribution is much m the data as a whole.

or based on t achieve a score beyond the normal range .rom this tabulation of the data (frequency distribution table) the pattern becomes cle y get higher scores of both head shots and total kills as they are in the higher quartile lated with the hypothesis perfectly. ill include 15 from the Mediocre Frequency Table and 20 from the Advanced Frequenc may be due to human error when taking readings or talling game scores.

Advanced Head shots total kills 6 35 8 32 8 39 9 49 11 44 11 45 13 39 13 43 14 36 14 43 15 43 17 39 17 68 20 52 Number (N) 14 14 Mean 13 43 ratio 0.29 .44 0.24 0.25 0.25 0.38 0.30 0.33 0.25 0.18 0.17 0.33 0.35 0.39 0.21 0.

2 Advanced Linear (Advanced) 0. the data of ratios doesn’t nessecarily reflect how likely layer would achieve more headshots than another.3 hots Mediocre 0. the values for the .12.14.1 0.35 Beginners Linear (Beginners ) 0. data does correlate with the hypothesis ( that most advanced players will show re signs of a higher scores than both beginners and mediocres).4 0.15 0.5 0.25 Linear (Mediocre) 0.08 Ratio of Headshots per Game 0. Even though in most instances.Mode 43 8.11.45 0.17 Lower Q 8 33 Median 13 43 Upper Q 14 45 4 9 Standard Deviation 0.05 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Game Numbeer seen from the graph. 13.

suggesting that data does not nessecarily parallel a cemented pattern..vanced players are much less linear than that of the other gamers. Freq 1 2 2 4 6 9 12 12 13 13 13 14 # of Kills Frequency Cumu.etc) or that other players (beginner and mediorcre) were luckier or more uency Table of Mediorcre Cumu.and a conclusion can be de that either advanced players had some error in the game (due to lack of ncentration. Freq (25-30] 1 1 (30-35] 5 7 1 6 13 14 (35-40] (40-45] ibution is much more concentrated of values -from the data as a whole.(7-10) of adshots and (30-40) in the total kills 1-7 1 12 10 10 8 6 4 2 1 0 1-7 8-15 .

adaptation or skill of the gamer that .There are no outliers in the Beginners frequency table s.rn becomes clearer that the advanced players do e higher quartile. anced Frequency Table. or based on the phycological concentration.

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players will show ). the values for the .Beginners Linear (Beginners ) Mediocre Linear (Mediocre) Advanced Linear (Advanced) ect how likely gh in most instances.

suggesting that conclusion can be due to lack of ) were luckier or more learnsome in the lower Frequency Table of Advanced Head shots Frequency Bin 1-7 8-15 16-21 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Frequency 1 10 4 8-15 16-21 10 4 Cumu.ers. Freq 1 0 2 1 0 2 0 2 2 1 0 2 0 0 1 1 1 3 4 4 6 6 8 10 11 11 13 13 13 14 10 4 1 1-7 8-15 16-21 *Note: Frequency distribution is much more concent across higher quartile range of values (11-17) of hea .

requency table ill of the gamer that .

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Freq 1 5 4 2 1 1 1 6 10 12 13 14 much more concentrated values (11-17) of headshots and (35-50) in the total kills .# of Kills Frequency (30-35] (35-40] (40-45] (45-50] (50-55] (55-60] Cumu.