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Discussion case: “ Grand Theft Auto- San Andreas” :Honest Mistake or Intentional

ID: 367793 • Letter: D

Question

Discussion case: “ Grand Theft Auto- San Andreas” :Honest Mistake or Intentional Indecency? 1. Describe the ethical behavior of the marketing managers in this case? What do you think Take Two Interactive should do? 2. Discuss in detail the ethical principles as they apply to marketing decision making. 3. If you were the marketing manager for Take-Two interactive provide an ethical framework upon which you would base your decision. Discussion case: “ Grand Theft Auto- San Andreas” :Honest Mistake or Intentional Indecency? 1. Describe the ethical behavior of the marketing managers in this case? What do you think Take Two Interactive should do? 2. Discuss in detail the ethical principles as they apply to marketing decision making. 3. If you were the marketing manager for Take-Two interactive provide an ethical framework upon which you would base your decision. 1. Describe the ethical behavior of the marketing managers in this case? What do you think Take Two Interactive should do? 2. Discuss in detail the ethical principles as they apply to marketing decision making. 3. If you were the marketing manager for Take-Two interactive provide an ethical framework upon which you would base your decision.

Explanation / Answer

Does playing violent video games significantly (5%) increase aggressive behavior ? Two independent randomly selected/assigned groups were assigned to play the following: Grand Theft Auto: San Andreas(violent: 8 subjects) NBA 2K7(non-violent: 10 subjects) We want to compare mean number of aggressive behaviors following game play. We have sample means of 10.25 (GTA) and 8.4 (NBA) and sample standard deviations of 1.669 (GTA) and 1.647 (NBA), Assume the populations have equal variances.

Solution:

Here, we have to check the hypothesis whether the average score for aggressive behavior for violent games is greater than that of non-violent games. For checking this claim we have to use the two sample t test for the population means assuming equal variances.

Null hypothesis: H0: µviolent = µnon-violent

Alternative hypothesis: Ha: µviolent > µnon-violent

This is a one tailed test.

We are given

Level of significance = alpha = 0.05

X1bar = 10.25

X2bar = 8.4

S1 = 1.669

S2 = 1.647

N1 = 8

N2 = 10

Degrees of freedom = 8+10-2 = 16

Test statistic formula is given as below:

Test statistic = t = (X1bar – X2bar) / sqrt[(S1^2/N1)+(S2^2/N2)]

Test statistic = t = (10.25 – 8.4) / sqrt[(1.6669^2/8)+(1.647^2/10)]

Test statistic = 1.85 / 0.7858

Test statistic = t = 2.3542

Critical value = 1.7459

P-value = 0.0158

Alpha value = 0.05

P-value < Alpha value

So, we reject the null hypothesis

So, we conclude that there is sufficient evidence that playing violent video games significantly increase the aggressive behavior.