Refer to the Journal of Articles in Support of the Null Hypothesis (Vol. 6, 2009) study of video game players, Exercise. In a second experiment, the two groups of male psychology students—32 video game players (VGP group) and 28 non-players (NVGP group)—were subjected to the in-attentional blindness test. This test gauges students’ ability to detect the appearance of unexpected or task-irrelevant objects in their visual field. The students were required to silently count the number of times moving block letters touch the sides of a display window while focusing on a small square in the center of the window. Within each group, half the students were assigned a task with 4 moving letters (low load) and half were assigned a task with 8 moving letters (high load). At the end of the task, the difference between the student’s count of letter touches and the actual count (recorded as a percentage error) was determined. The data on percentage error were subjected to an ANOVA for a factorial design, with Group (VGP or NVGP) as one factor and Load (low or high) as the other factor. The results are summarized in the accompanying table.
a. Interpret the F-test for Group * Load interaction. Use α = .10.
b. Interpret the F-test for Group main effect. Use α = .10.
c. Interpret the F-test for Load main effect. Use α = .10.
d. Based on your answers to parts a – c , do you believe video game players perform better on the in attentional blindness test than non–video game players?

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