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

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Date posted: May 18, 2012 ; Last revised: November 16, 2013

Suggested Citation

Ward, Michael R., Video Games and Absenteeism (October 1, 2013). Available at SSRN: http://ssrn.com/abstract=2061726 or http://dx.doi.org/10.2139/ssrn.2061726

Contact Information

Michael Robert Ward (Contact Author)
University of Texas at Arlington - College of Business Administration - Department of Economics ( email )
330 Business Building
Box 19479
Arlington, TX 76019
United States
817-272-3090 (Phone)
817-272-3145 (Fax)
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