A researcher is studying the relationship between the time spent playing cooperative multiplayer video games and a player's real-life prosocial tendency. They recruited 8 volunteers from an online competitive esports forum. The participants estimated their average daily cooperative gaming time in minutes over a 3-week period. At the end of the period, each participant completed a newly designed online situational judgement test measuring empathy and prosocial tendency on a scale from 0 (very low prosociality) to 120 (extremely high prosociality).
| Participant | Estimated daily cooperative gaming (minutes) | Prosociality score (0=low0 = \text{low}0=low to 120=high120 = \text{high}120=high) |
|---|---|---|
| P1 | 150 | 95 |
| P2 | 30 | 40 |
| P3 | 120 | 85 |
| P4 | 10 | 110 |
| P5 | 200 | 105 |
| P6 | 80 | 50 |
| P7 | 45 | 60 |
| P8 | 240 | 115 |
Outline two factors that could have affected the validity of the data collected in this study.
201 exam-style questions on OCR A Level Psychology Planning and conducting research. Each one has a worked solution and a mark scheme showing where the marks go.