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Video Game Sales vs. High School Drop Outs
Transcript of Video Game Sales vs. High School Drop Outs
Through 2002 to 2010, video games sales did increase, but over these same years, contrary to our hypothesis, high school dropouts in the United States decreased.
It can be concluded that video games do not have the negative impact on success in school that we previously believed.
That is not to say that video games have a positive impact, it is more likely that there is no correlation between the two variables.
Two Variable Analysis
Our second and dependent variable is high school dropout rates in the United States from 1980-2009.
It is a strong negative correlation.
An underlying extraneous variable that could have resulted the high school dropout rates to decrease is the No Child Left Behind Act (NCLBA) instated by George Bush in 2001 (US Department of Education, 2004).
The mean and the median are both between 8 and 9%.
All of these numbers tell us that there is a consistent negative correlation and that the number of high school dropouts continues to decline.
Second Variable Analysis
Video Game Sales vs. High School Drop Outs
High School Drop Outs
Video games are a relatively new phenomenon for us. With all the games, consoles, accessories, and gaming purchases you can make, video games are a 21 billion dollar industry.
58% of Americans play some form of video game.
71% of “gamers” believe that video games promote mental stimulation and/or education.
Graduating high school is a very important stage of life, since it is such an important stepping stone towards your career path.
Failure to complete high school can also result from the many distractions that are present in the twenty first century.
In 2013, there are a total of about 3,030,000 students who drop out of high school and did not make it to graduation day (Statistic Brain Research Institute, 2013)
We will be investigating the video game sales from 2002 to 2012 and high school dropout rates from 1980 to 2009, in America.
We hypothesize that the greater amount of video games being sold will increase the high school dropout rate. This meaning, more time spent buying and playing video games, the greater chance of students dropping out of school due to lack of qualification and interest to continue to participate in school work.
Our independent variable is video game sales in the United States from 2002 – 2012.
The data displayed in our graph has an overload of high and low numbers with not much data in between, the correlation demonstrated would not be considered true positive correlation.
This data was gathered using a census, not all companies may have been asked to complete the census, which can result in a constant over or under estimate of data.
Although companies and stores are where most of video game sales occur, they are not accounting for all the sales that happen outside of the stores. People also buy video games off of E-bay and Kijiji and through private sales.
The mean is showing that on average, roughly 11 billion dollars in video game sales occurs every year in the United States.
The range of this data is a spread from 6.9 billion dollars in 2002 to 16.9 billion dollars in 2010
The data being inconsistent means that the sales of video games fluctuates often, and it is not at a steady increase or decrease in the data given.
First Variable Analysis
High School Dropouts
When we compare these two variables there is a clear negative correlation happening. The line of best fit can slightly demonstrate this correlation.
When we compare video game sales and high school dropout rates we can see that as the video game sales increase the dropout rate is decreasing.
This proves that our hypothesis is incorrect.
By Sophie, Lauren and Jenn