Video Games and Absenteeism
Michael R. Ward
University of Texas at Arlington - College of Business Administration - Department of Economics
October 1, 2013
New leisure activities derived from developments in ICT technologies will tend to displace other activities. Video games, in particular, have become an increasingly popularity pastime that can crowd out other leisure activities or labor market participation. I exploit week-to-week variation in video game popularity to identify variation in video game playing time likely due to changes in game quality rather than to individuals selecting into gaming. In reduced-form regressions, I find that when video game sales increase, ATUS respondents are more like to play games, and less likely to go to class or to work. Differential effects for men and those with lower incomes indicate that these groups are more prone to work absenteeism due to playing video games.
Number of Pages in PDF File: 28
Keywords: Video Games, Time Use, Education
JEL Classification: J22, J24, L96
Date posted: May 18, 2012 ; Last revised: November 16, 2013
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