Question: QUESTION 9 Many businesses use direct mail (oftentimes called junk mail) to advertise their products and services, and with the declining volume of physical

QUESTION 9 Many businesses use direct mail (oftentimes called "junk mail") to

QUESTION 9 Many businesses use direct mail (oftentimes called "junk mail") to advertise their products and services, and with the declining volume of physical mail, the United States Postal Service has encouraged its use in the last few years. Direct mail advertising involves sending solicitations (credit card promotions, special deals at car dealerships and furniture stores, grocery store circulars, etc.) to many thousands of people in hopes that a proportion of those people will end up buying products or services from them. These businesses purchase consumer information data sets from "data brokers," that, in turn, gather and consolidate consumer data from various sources such as warranty cards, surveys, government and public records, social media sites such as Linkedin and Facebook, and other places. In case you are interested, you can find more information here: https://www.privacyrights.org/content/ data-brokers-and-your-privacy, although you do not need to do this to answer the question. Suppose a company decides to test out a new layout on a flier before fully committing to a nationwide mailing campaign. It mails the flier to a sample of 1339 people randomly selected from a mailing list data base. The company gets a response from 147 of the recipients, Find the upper bound of a 95% confidence interval for the true proportion of people nationwide who would respond to the ad. Take all calculations toward the answer to at least four (4) decimal places, and report your answer to three decimal places. QUESTION 10 In order to increase revenue, many video game publishers sell downloadable content (DLC) separately from the main game. Such content could include additional costumes for the playable characters, additional online game modes, special weapons, etc. A recent industry survey polled 827 game players ages 20 to 30 asking them how important DLC was to their enjoyment of a game. In that sample, 593 people reported that DLC was "very important" to them. Calculate the lower bound of a 90% confidence interval for the true proportion of game players in this age group who believe that DLC is "very important." Take all calculations to three decimal places and report your answer to three decimal places.

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