Description
Processing data and project explanations for SPSS tables as required
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Lab 5 – Transformation (Transform Compute) and T-tests
Part One – Transform Compute
Using the SPSS help menu or resource review what it means to use the transform compute function in
SPSS (there is also a supporting video on Blackboard)
For this task, you can reuse your dataset from Lab 2 (when you created a customer satisfaction dataset)
OR if you no longer have the dataset, create a dataset with a minimum of 5 lykert scale questions and
enter ‘pretend’ entries for 10 respondents.
Using the transform compute menu create an overall satisfaction score for your data set. Recode the
new overall score variable so that there are categories (rather than a scale/ratio). Run a frequency table
for your recoded overall variable. Remember to use labels for your new variables.
What to submit – Your data file (.sav) AND output which you can paste in a word document
Part Two – Means
a. Using the SPSS help menu OR the internet explain a t-test. What type of data (nominal, ordinal,
ratio, or interval) is appropriate for this type of data? What is an independent samples t-test?
What is a one-sample t-test.
b. Using the SPSS help menu OR the internet explain statistical significance. What levels of
significance are acceptable. That is, when is a result ‘significant’?
c. Open the customer_dbase file (on blackboard).
Run a one-sample t-test (analyze menu-compare means menu) for the ‘longten’ (long distance over
tenure – Variable #86) variable. For your test value enter in 950
Note: The 950 value is a hypothetical population value that allows us to determine whether the sample
(in our dataset) is statistically different than the ‘known’ population
ANIMATIONS SURVEY
1.1 VARIABLE VIEW
From the table on variables, the variables participant ID, age group, income level,
fandom influence, fantasy and social belonging, recommend to others, and purchase frequency
they were categorized as ordinal. The variables gender, support consumer behavior, and
adverse outcome experience were categorized as nominal.
Table 1: Variables View
1.2 FREQUENCIES
1.2.1 Age of Respondent
This section provides an overview of the age groups of the respondents. There are 30
participants in this study. From the Age group’s table, 36.7% of the participants were aged 2224 (n= 11), 26.7% of the participants were aged 18-21 (n=8), 20% of the participants were aged
25-27 (n=6) and 16.7% of the participants were aged 28-30 (n=5).
Table 2: Age Group of Respondent
1.2.2 Gender of Respondent
This section provides an overview of the gender of the respondents. There are 30
participants in this study. From the table on gender, 66.7% of the participants were males
(n=20) and 33.3% were females (n=10).
Table 3: Gender of the Respondent
1.2.3 Anime Fandom Influence
This section provides an overview of anime’s influence on consumer habits. There are
30 participants in this study. From the table on Influence level, 40% of the participants stated
the anime had a “Very” level of influence (n=12), 23.3% of the participants were moderately
influenced (n=7), 13.3% of the participants were slightly influenced (n=4), 13.3% of the
participants were extremely influenced (n=4) and 10% of the participants were not influenced
at all (n=3).
Table 4: Fandom Influence
1.2.4 Likelihood to Recommend to Others
This section provides an overview of Likelihood of a consumer to Recommend an
anime to others. There are 30 participants in this study. From the table on Likelihood to
recommend to others, 43.3% of the participants were likely to recommend (n=13), 23.3% had
a neutral perception in recommending an anime to others (n=7), 20% of the participants were
very likely to recommend an anime to others (n=6), 10% of the participants were unlikely to
recommended an anime to others (n=3) and 3.3% of the participants were very unlikely to
recommend an anime to others (n=1).
Table 5: Likelihood to Recommend to Others
1.2.5 Consumer Behavior for Support
This section provides an overview of consumer behavior for support. There are 30
participants in this study. From the table on consumer behavior for supporting favorite anime,
56.7% of the participants engaged in consumer behavior for supporting favorite anime (n=17)
and 43.3% of the participants did not engage in consumer behavior for supporting favorite
anime (n=13).
Table 6: Consumer Behavior for Support
1.2.6 Income Level of the Respondent
This section provides an overview of the income level of the respondents. There are 30
participants in this study. From the table on the income level of the respondents, 50% of the
participants had an income of between $30000 to $50000 (n=15), 26.7% of the participants had
an income less than $30000 (n=8) and 23.3% of the participants had income of more than
$50000 (n=7).
Table 7: Income Level of Respondent
1.2.7 Purchase Frequency
This section provides an overview of how often the respondents make an anime
purchase. There are 30 participants in this study. From the table on purchase frequency, 33.3%
of the participants made their purchases monthly (n=10), 20% of the participants made their
purchases weekly (n=6), 20% of the participants made their purchases occasionally (n=6),
13.3% of the participants made their purchases rarely (n=4) and 13.3% of the participants made
their purchases daily (n=4).
Table 8: Purchase Frequency
1.2.8 Influence of fantasy and Social Belonging on Anime Consumption
This section provides an overview of the influence of fantasy and social belonging on
anime consumption. There are 30 participants in this study. From the table on the influence of
fantasy and social belonging on anime consumption, 36.7% of the participants stated fantasy
and social belonging were very influential (n=11), 23.3% of the participants stated that fantasy
and social belonging were moderately influential (n=7), 20% of the participants stated fantasy
and social belonging were extremely influential (n=6), 16.7% of the participants stated fantasy
and social belonging were slightly influential (n=5) and 3.3% of the participants stated that
fantasy and social belonging were not influential (n=1).
Table 9: Influence of Fantasy and Social Belonging on Anime Consumption
1.2.9 Adverse Outcome Experience
This section provides an overview of experiences of adverse outcomes following
watching online anime. There are 30 participants in this study. From the table on adverse
outcome experiences, 50% of the participants stated that they experienced adverse outcomes
(n=15) and 50% stated that they did not experience adverse outcomes (n=15).
Table 10: Experience of Adverse Outcomes Related to Watching Anime Online
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