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Video Games Playing: A substitute for cultural consumptions?


  • Karol J. Borowiecki

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

  • Juan Prieto-Rodriguez

    () (Departament of Economics, University of Oviedo)


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.

Suggested Citation

  • Karol J. Borowiecki & Juan Prieto-Rodriguez, 2013. "Video Games Playing: A substitute for cultural consumptions?," ACEI Working Paper Series AWP-07-2013, Association for Cultural Economics International, revised Nov 2013.
  • Handle: RePEc:cue:wpaper:awp-07-2013

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    References listed on IDEAS

    1. 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.
    2. Nobuyuki Harada, 2007. "Video game demand in Japan: a household data analysis," Applied Economics, Taylor & Francis Journals, vol. 39(13), pages 1705-1710.
    3. 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.
    4. 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.
    5. 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.
    6. 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.
    7. Francesca Borgonovi, 2004. "Performing arts attendance: an economic approach," Applied Economics, Taylor & Francis Journals, vol. 36(17), pages 1871-1885.
    8. 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.
    9. 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.
    10. Seaman, Bruce A, 2006. "Empirical Studies of Demand for the Performing Arts," Handbook of the Economics of Art and Culture, Elsevier.
    11. 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.
    12. repec:eee:joinma:v:27:y:2013:i:3:p:141-157 is not listed on IDEAS
    13. 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.
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    Cited by:

    1. Marvao, Catarina & Borowiecki, Karol, 2015. "Dance Participation and Attendance in Denmark," SITE Working Paper Series 33, Stockholm School of Economics, Stockholm Institute of Transition Economics.
    2. repec:eee:reecon:v:72:y:2018:i:2:p:313-326 is not listed on IDEAS
    3. Jesus Lechuga Montenegro & Marissa Reyes Godinez, 2017. "2 The New Scenarios of Culture: Some Economic Challenges," ACEI Working Paper Series AWP-03-2017, Association for Cultural Economics International, revised Mar 2017.
    4. Borowiecki, Karol J. & Bakshi, Hasan, 2017. "Video games as cultural participation: understanding games playing in England using the Taking Part survey," Discussion Papers of Business and Economics 5/2017, University of Southern Denmark, Department of Business and Economics.
    5. Daniel Kaimann & Nadja Maraun & Joe Cox, 2016. "Identifying the preferences and heterogeneity of consumer groups in multiplayer video games," Working Papers CIE 94, Paderborn University, CIE Center for International Economics.
    6. Karol J. Borowiecki & Juan Prieto-Rodriguez, 2017. "The Cultural Value and Variety of Playing Video Games," ACEI Working Paper Series AWP-01-2017, Association for Cultural Economics International, revised Jan 2017.

    More about this item


    Cultural participation; Video games; Zero-inflated ordered probit model;

    JEL classification:

    • D12 - Microeconomics - - Household Behavior - - - Consumer Economics: Empirical Analysis
    • R12 - Urban, Rural, Regional, Real Estate, and Transportation Economics - - General Regional Economics - - - Size and Spatial Distributions of Regional Economic Activity; Interregional Trade (economic geography)
    • I29 - Health, Education, and Welfare - - Education - - - Other
    • J29 - Labor and Demographic Economics - - Demand and Supply of Labor - - - Other
    • Z11 - Other Special Topics - - Cultural Economics - - - Economics of the Arts and Literature

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