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Video Games Playing: A substitute for cultural consumptions?

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  • Karol J. Borowiecki

    ()
    (Department of Business and Economics at University of Southern Denmark)

  • Juan Prieto-Rodriguez

    ()
    (Departament of Economics, University of Oviedo)

Abstract

This article provides an applied investigation of video game users. We estimate zero-inflated ordered probit models to control for an excess of zeros in our ordinal dependent variable. We find that video games playing is not negatively associated with the involvement in other cultural practices. On the contrary, instead of being a substitute for more traditional forms of cultural consumption, the probability of game playing increases with the consumption of other cultural goods (e.g., listening to music or watching television) or active involvement in artistic activities (e.g., writing or visual arts production). Game playing is in general an urban phenomenon, and it is positively associated with the ownership of home equipment and access to new technologies but decreases with a personÕs greater time restrictions. The main differences to the traditional art formats is that game playing particularly appeals to younger, usually male, cohorts.

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Bibliographic Info

Paper provided by the Association for Cultural Economics International in its series ACEI Working Paper Series with number AWP-07-2013.

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Length: 25 pages
Date of creation: Nov 2013
Date of revision: Nov 2013
Handle: RePEc:cue:wpaper:awp-07-2013

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Web page: http://www.culturaleconomics.org/
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Keywords: Cultural participation; Video games; Zero-inflated ordered probit model;

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  1. Fernandez-Blanco, Victor & Orea, Luis & Prieto-Rodriguez, Juan, 2009. "Analyzing consumers heterogeneity and self-reported tastes: An approach consistent with the consumer's decision making process," Journal of Economic Psychology, Elsevier, vol. 30(4), pages 622-633, August.
  2. Matthew T. Clements & Hiroshi Ohashi, 2004. "Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002," Working Papers 04-01, NET Institute, revised Oct 2004.
  3. Seaman, Bruce A, 2006. "Empirical Studies of Demand for the Performing Arts," Handbook of the Economics of Art and Culture, Elsevier.
  4. Nobuyuki Harada, 2007. "Video game demand in Japan: a household data analysis," Applied Economics, Taylor & Francis Journals, vol. 39(13), pages 1705-1710.
  5. Prieto Rodríguez, Juan & Ateca Amestoy, Victoria María, 2012. "Forecasting accuracy of behavioural models for participation in the arts," DFAEII Working Papers 2012-01, University of the Basque Country - Department of Foundations of Economic Analysis II.
  6. Harris, Mark N. & Zhao, Xueyan, 2007. "A zero-inflated ordered probit model, with an application to modelling tobacco consumption," Journal of Econometrics, Elsevier, vol. 141(2), pages 1073-1099, December.
  7. Louis Lévy-Garboua & Claude Montmarquette, 1996. "A microeconometric study of theatre demand," Journal of Cultural Economics, Springer, vol. 20(1), pages 25-50, March.
  8. 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.
  9. Tyler Cowen, 2008. "Why everything has changed: the recent revolution in cultural economics," Journal of Cultural Economics, Springer, vol. 32(4), pages 261-273, December.
  10. Stigler, George J & Becker, Gary S, 1977. "De Gustibus Non Est Disputandum," American Economic Review, American Economic Association, vol. 67(2), pages 76-90, March.
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