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A MCMC Bayesian analysis versus Frequentist Analysis of Animal Crossing: New Horizons game players in-game behavior using a Multinomial Logistic Regression Model to adjust the original paper results.

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Bayesian Analysis for Game Players Behaviors

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Starting from the analysis from the paper of Vuong et al., I try to improve and adjust the prediction they make using a Linear Regression Gaussian model with a Multinomial Logistic Regression more suitable for categorical data in a Bayesian setup using MCMC and the software JAGS.

More information are available in the code.R script and the report.pdf file.

The dataset

The dataset available here aim to examine the relationship between game-playing, in-game behaviors, and environmental perceptions to fill in the gap of lacking resources for studying the effects of commercial video games. The target of the survey are Nintendo’s Animal Crossing: New Horizons (ACNH) game players.

The inferential goal

We want to hypothesized that people holding an anti-anthropocentric (Anti_Anthro) perception would associate with the frequency of in-game behaviors that harm natural lifeforms. To test this hypothesis, they used three variables from the data set. The anti-anthropocentric perception is represented by the C12 variable, which measures the disagreement towards the statement “Humans were meant to rule over the rest of nature”. Is a categorical variable that assume value in {1, 2, 3, 4, 5}, with higher value means a higher level of disagreement. To explain the anti-anthropocentric, they use two variable E16 and E17, respectively the frequency action of taking wood (TakeWood) and cutting down a tree (CutTree). Each of them assuming value in {1, 2, 3, 4}, with higher value means a higher frequency on doing this action.

The model

In order to better inference on this setup I use a Multinomial Logistic Regression implemented in JAGS using the following model script:

 model
	{
	  # ------- Multinomial Logit Regression ------ #
    for(i in 1:N){
        
        # The observation of 1,2,3,4 or 5
        # with baseline 5
        Anti_Anthro[i] ~ dcat(p[i, 1:J])
        
        for (j in 1:J){
          log(q[i,j]) <-  intercept[j] + 
                          b_TakeWood[j] * TakeWood[i] + 
                          b_CutTree[j] * CutTree[i]
        
          p[i,j] <- q[i,j]/sum(q[i,1:J])  
        } 
      }   
    
    # We need to fix the effects corresponding 
    # to the >>last<< observation category to 0:
    intercept[J] <- 0
    b_TakeWood[J] <- 0
    b_CutTree[J] <- 0
    
    # ------  PRIOR --------- #
    for(j in 1:(J-1)){
        intercept[j] ~ dnorm(0, 0.01)
        b_TakeWood[j] ~ dnorm(0, 0.1)
        b_CutTree[j] ~ dnorm(0, 0.001)
    }
    
    # ------- PREDICTION  -------- #
    Anti_Anthro_new ~ dcat(pnew[1:J])
    
    for (j in 1:J){
      log(qnew[j]) <-  intercept[j] + 
                      b_TakeWood[j] * 1 + 
                      b_CutTree[j] * 4
    
      pnew[j] <- qnew[j]/sum(qnew[1:J])  
      } 
  }

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A MCMC Bayesian analysis versus Frequentist Analysis of Animal Crossing: New Horizons game players in-game behavior using a Multinomial Logistic Regression Model to adjust the original paper results.

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