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Video Games Playing: A substitute for cultural consumptions?

Author

Listed:
  • Karol Jan BOROWIECKI

    () (Department of Economics, Trinity College Dublin
    Department of Economics, Trinity College Dublin)

  • Juan PRIETO-RODRIGUEZ

    () (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 person's 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 Jan BOROWIECKI & Juan PRIETO-RODRIGUEZ, 2013. "Video Games Playing: A substitute for cultural consumptions?," Trinity Economics Papers tep0413, Trinity College Dublin, Department of Economics.
  • Handle: RePEc:tcd:tcduee:tep0413
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    References listed on IDEAS

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    Cited by:

    1. Concetta Castiglione & Roberto Zanola, 2019. "The Demand and Supply for Popular Culture: Evidence from Italian Circuses," Italian Economic Journal: A Continuation of Rivista Italiana degli Economisti and Giornale degli Economisti, Springer;Società Italiana degli Economisti (Italian Economic Association), vol. 5(3), pages 349-367, October.
    2. Bertacchini, Enrico & Venturini, Alessandra & Zotti, Roberto, 2019. "Drivers of Cultural Participation of Immigrants: Evidence from an Italian Survey," Department of Economics and Statistics Cognetti de Martiis. Working Papers 201925, University of Turin.
    3. Christopher S. Brunt & Amanda S. King & John T. King, 2020. "The influence of user-generated content on video game demand," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 44(1), pages 35-56, March.
    4. 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.
    5. Borowiecki, Karol J. & Bakhshi, Hasan, 2018. "Did you really take a hit? Understanding how video games playing affects individuals," Research in Economics, Elsevier, vol. 72(2), pages 313-326.
    6. 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.
    7. Victoria Ateca-Amestoy & Arantza Gorostiaga & Máximo Rossi, 2020. "Motivations and barriers to heritage engagement in Latin America: tangible and intangible dimensions," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 44(3), pages 397-423, September.
    8. Pascal Courty & Fenghua Zhang, 2018. "Cultural participation in major Chinese cities," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 42(4), pages 543-592, November.
    9. 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.
    10. Sara Suarez-Fernandez & Juan Prieto-Rodriguez & Maria Jose Perez-Villadoniga, 2020. "The changing role of education as we move from popular to highbrow culture," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 44(2), pages 189-212, June.
    11. 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.
    12. 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.

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    More about this item

    Keywords

    Cultural participation; Video games; Zero-inflated ordered probit model;
    All these keywords.

    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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