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Video game demand in Japan: a household data analysis

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  • Nobuyuki Harada

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.

Suggested Citation

  • Nobuyuki Harada, 2007. "Video game demand in Japan: a household data analysis," Applied Economics, Taylor & Francis Journals, vol. 39(13), pages 1705-1710.
  • Handle: RePEc:taf:applec:v:39:y:2007:i:13:p:1705-1710
    DOI: 10.1080/00036840600660713
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    Cited by:

    1. repec:spr:elmark:v:27:y:2017:i:4:d:10.1007_s12525-016-0244-z is not listed on IDEAS
    2. Jukka Ruohonen & Sami Hyrynsalmi, 0. "Evaluating the use of internet search volumes for time series modeling of sales in the video game industry," Electronic Markets, Springer;IIM University of St. Gallen, vol. 0, pages 1-20.
    3. Karol Borowiecki & Juan Prieto-Rodriguez, 2015. "Video games playing: A substitute for cultural consumptions?," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 39(3), pages 239-258, August.
    4. Joe Cox, 2008. "Purchasing power parity and cultural convergence: evidence from the global video games market," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 32(3), pages 201-214, September.

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