Video games playing: A substitute for cultural consumptions?
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This article discusses some economic and cultural features of video games and posits that this medium belongs within the core of cultural economics. We further provide an applied investigation of video game usage. Using data for Spain, we estimate zero-inflated ordered probit models to control for an excess of zeros in our ordinal dependent variable. We find that 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; it is positively associated with the ownership of home equipment and access to new technologies, but decreases with greater time restrictions of a person. The main differences to the traditional art formats is that game playing appeals particularly to younger, usually less educated cohorts.
KeywordsCultural participation Video games Zero-inflated ordered probit model
JEL ClassificationD12 R12 I29 J29 Z11
The authors wish to thank Martin Falk, John O’Hagan, Beatriz Plaza, the Editor Kathryn Graddy and participants at the European Workshop on Applied Cultural Economics in Ljubljana, workshop on “Culture, data and digitization” in Bilbao and an invited seminar at the University of Catania for helpful suggestions and insightful comments. Both authors are members of the project “Assessing effective tools to enhance cultural participation (PUCK),” which has been awarded a European Grant in the CULTURE 2007–2013 program from the European Union. Karol Jan Borowiecki is also member of the project “Renewal, Innovation & Change: Heritage and European Society (RICHES),” which has been awarded a European Grant under the FP7 framework. This research has been also funded with support from the Spanish Ministry of Economy and Competitiveness (projects ECO2011-27896 and ECO2013-46516-C4-4-R).
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