Video Games Playing: A substitute for cultural consumptions?
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 personÃƒâ€¢s greater time restrictions. The main differences to the traditional art formats is that game playing particularly appeals to younger, usually male, cohorts.
|Date of creation:||Nov 2013|
|Date of revision:||Nov 2013|
|Contact details of provider:|| Web page: http://www.culturaleconomics.org/|
More information through EDIRC
References listed on IDEAS
Please report citation or reference errors to , or , if you are the registered author of the cited work, log in to your RePEc Author Service profile, click on "citations" and make appropriate adjustments.:
- Tyler Cowen, 2008. "Why everything has changed: the recent revolution in cultural economics," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 32(4), pages 261-273, December.
- 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.
- Francesca Borgonovi, 2004. "Performing arts attendance: an economic approach," Applied Economics, Taylor & Francis Journals, vol. 36(17), pages 1871-1885.
- Victoria M. Ateca-Amestoy & Juan Prieto-Rodriguez, 2012.
"Forecasting accuracy of behavioural models for participation in the arts,"
ACEI Working Paper Series
AWP-01-2012, Association for Cultural Economics International, revised Feb 2012.
- Ateca-Amestoy, Victoria & Prieto-Rodriguez, Juan, 2013. "Forecasting accuracy of behavioural models for participation in the arts," European Journal of Operational Research, Elsevier, vol. 229(1), pages 124-131.
- Ateca Amestoy, Victoria María & Prieto Rodríguez, Juan, 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.
- Matthew T. Clements & Hiroshi Ohashi, 2004.
"Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002,"
04-01, NET Institute, revised Oct 2004.
- Matthew T. Clements & Hiroshi Ohashi, 2004. "Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002," CIRJE F-Series CIRJE-F-261, CIRJE, Faculty of Economics, University of Tokyo.
- Victoria Ateca-Amestoy, 2008. "Determining heterogeneous behavior for theater attendance," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 32(2), pages 127-151, June.
- Louis Lévy-Garboua & Claude Montmarquette, 1996. "A microeconometric study of theatre demand," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 20(1), pages 25-50, March.
- 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.
- 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.
- Nobuyuki Harada, 2007. "Video game demand in Japan: a household data analysis," Applied Economics, Taylor & Francis Journals, vol. 39(13), pages 1705-1710.
- 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.
- Seaman, Bruce A, 2006. "Empirical Studies of Demand for the Performing Arts," Handbook of the Economics of Art and Culture, Elsevier.
When requesting a correction, please mention this item's handle: RePEc:cue:wpaper:awp-07-2013. See general information about how to correct material in RePEc.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: (Juan Prieto-Rodriguez)
If references are entirely missing, you can add them using this form.