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Video game demand in Japan: a household data analysis

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  • Nobuyuki Harada
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    Abstract

    Various 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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    File URL: http://www.tandfonline.com/doi/abs/10.1080/00036840600660713
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    Bibliographic Info

    Article provided by Taylor & Francis Journals in its journal Applied Economics.

    Volume (Year): 39 (2007)
    Issue (Month): 13 ()
    Pages: 1705-1710

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    Handle: RePEc:taf:applec:v:39:y:2007:i:13:p:1705-1710

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    Web page: http://www.tandfonline.com/RAEC20

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    Cited by:
    1. 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.
    2. 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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