Cutting Class to Play Video Games

31 Pages Posted: 18 May 2012 Last revised: 20 Jul 2015

Michael R. Ward

University of Texas at Arlington - College of Business Administration - Department of Economics

Date Written: July 1, 2015

Abstract

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 activities. 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. I find that when video game sales increase, ATUS student respondents spend more time playing games, and less time attending class. Differential effects for college students and those with lower incomes indicate that these groups are more prone to absenteeism due to playing video games.

Keywords: Video Games, Time Use, Education

JEL Classification: J22, J24, L96

Suggested Citation

Ward, Michael R., Cutting Class to Play Video Games (July 1, 2015). Available at SSRN: https://ssrn.com/abstract=2061726 or http://dx.doi.org/10.2139/ssrn.2061726

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)

Paper statistics

Downloads
165
Rank
144,785
Abstract Views
1,030