Question: Please find xstat, critical value, p-value, conclusion Does gamification motivate customer research management (CRM) utilization? Gamification is the use of game mechanics to motivate, modify,
Please find xstat, critical value, p-value, conclusion

Does gamification motivate customer research management (CRM) utilization? Gamification is the use of game mechanics to motivate, modify, or reward distinct behaviors. In the context of sales effectiveness, it is deployed to encourage both sales accomplishments and nonsales activities. A survey of end-user sales organizations indicates that 28 of 39 gamification-user organizations provide mobile access to CRM, whereas 152 of 275 non-gamification-user organizations provide mobile access to CRM. Complete parts (a) through (c) below. Company Provides Mobile Gamification Access to CRM Non-Gamification Yes 28 152 No 11 123 Total 39 275 b. At the 0.05 level of significance, is there evidence of a difference between gamification-user sales organizations and non-gamification-user sales organizations in the proportion that provide mobile access to CRM? Let it represent the proportion of gamification-user sales organizations, and let 2 represent the proportion of non-gamification-user sales organizations. What are the null and alternative hypotheses to test? HO : 1 = 12 H1: 1 1 Calculate the test statistic. XSTAT = (Round to two decimal places as needed.)
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