Game Platform Sales (millions)

Halo 4 Xbox 360 4.7
Call of Duty: Black Ops II PS3 3.5
Kinect Adventures! Xbox 360 2.9
Just Dance 4 Wii 2.5
Madden NFL 13 Xbox 360 1.9
Assassin's Creed III PS3 1.9

Construct a relative frequency distribution. Round your answers to three decimal places.

1 answer

To construct a relative frequency distribution, we first need to calculate the total sales and then find the relative frequency for each game. The relative frequency is calculated by dividing the sales of each game by the total sales.

Let's calculate the total sales first:

\[ \text{Total Sales} = 4.7 + 3.5 + 2.9 + 2.5 + 1.9 + 1.9 = 17.4 \text{ million} \]

Now, we can calculate the relative frequency for each game:

  1. Halo 4: \[ \text{Relative Frequency} = \frac{4.7}{17.4} \approx 0.270 \]

  2. Call of Duty: Black Ops II: \[ \text{Relative Frequency} = \frac{3.5}{17.4} \approx 0.201 \]

  3. Kinect Adventures!: \[ \text{Relative Frequency} = \frac{2.9}{17.4} \approx 0.167 \]

  4. Just Dance 4: \[ \text{Relative Frequency} = \frac{2.5}{17.4} \approx 0.144 \]

  5. Madden NFL 13: \[ \text{Relative Frequency} = \frac{1.9}{17.4} \approx 0.109 \]

  6. Assassin's Creed III: \[ \text{Relative Frequency} = \frac{1.9}{17.4} \approx 0.109 \]

Now, we can summarize the results in a relative frequency distribution table:

| Game | Sales (millions) | Relative Frequency | |------------------------------------|-------------------|--------------------| | Halo 4 | 4.7 | 0.270 | | Call of Duty: Black Ops II | 3.5 | 0.201 | | Kinect Adventures! | 2.9 | 0.167 | | Just Dance 4 | 2.5 | 0.144 | | Madden NFL 13 | 1.9 | 0.109 | | Assassin's Creed III | 1.9 | 0.109 |

These relative frequencies are rounded to three decimal places.