#'Two Way Design - Video game Aggression
#'
#'An example dataset used in Chapter 15 of the book
#'\emph{Introduction to the New Statistics}.
#'
#'Hilgard (2015) asked male participants to play a video game for 15 minutes. The game was customized
#'so that it could vary in violence (shooting zombies or helping aliens) and difficulty (targets controlled
#'by tough AI or dumb AI). After the game, players were provoked by being given an insulting evaluation by
#'a confederate. Participants then got to decide how long the confederate should hold their hand in painfully
#'cold ice water (0-80s in 10s increments), and this was taken as a measure of aggressive behavior.
#'
#'@format A data frame with 224 rows and 3 variables:
#'\describe{
#' \item{violence}{Independent variable with two levels - \emph{nonviolent} or \emph{violent}}
#' \item{difficulty}{Independent variable with two levels - \emph{easy} or \emph{hard}}
#' \item{aggression}{Aggression score, rated from 0 seconds to 80 seconds in 10s increments}
#'}
#'
#'@source
#'This is a simplified data set from Hilgard (2015). You can find the materials and analysis plan for this study
#'on the Open Science Framework: \url{https://osf.io/cwenz}
#'
#'Hilgard, J. (2015). \emph{Game violence, game difficulty, and 2D:4D digit ratio as predictors of aggressive behavior}.
#'University of Missouri-Columbia.
#'
#'@references
#'Cumming, G., & Calin-Jageman, R. (2017).
#' \emph{Introduction to the New Statistics}. New York; Routledge.
"videogame_aggression"
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