Video game demand in Japan: a household data analysis
AbstractVarious economic studies of the video game industry have focused on intra-industry details. This article complements the approach by highlighting broader budget allocation by households. Using the 'total households' data of the Family Income and Expenditure Survey, this article estimates the demand model for video games. Estimation results show the effects of household income and demographic factors and prices of goods on the expenditure share of video games. These results indicate the importance of explicitly considering a households' budget allocation, or at least, including information on households.
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Bibliographic InfoArticle provided by Taylor & Francis Journals in its journal Applied Economics.
Volume (Year): 39 (2007)
Issue (Month): 13 ()
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- Karol Jan BOROWIECKI & Juan PRIETO-RODRIGUEZ, 2013.
"Video Games Playing: A substitute for cultural consumptions?,"
Trinity Economics Papers
tep0413, Trinity College Dublin, Department of Economics.
- Karol J. Borowiecki & Juan Prieto-Rodriguez, 2013. "Video Games Playing: A substitute for cultural consumptions?," ACEI Working Paper Series AWP-07-2013, the Association for Cultural Economics International, revised Nov 2013.
- Joe Cox, 2008. "Purchasing power parity and cultural convergence: evidence from the global video games market," Journal of Cultural Economics, Springer, vol. 32(3), pages 201-214, September.
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