Economics at your fingertips  

Xboxes and Ex-workers? Gaming and Labor Supply of Young Adults in the U.S

Gray Kimbrough ()

MPRA Paper from University Library of Munich, Germany

Abstract: One popular hypothesis holds that the increasing appeal of video games over the last decade has led men to reduce working hours. I examine American Time Use Survey (ATUS) data in detail, documenting the extent of the increase in gaming. I note that increasing gaming time is generally offset by decreasing time spent on other electronics leisure. Moreover, I find that the observed trend is consistent with an alternative explanation, that a shift in social norms rendered playing video games more acceptable at later ages, particularly for non-employed men. The increase in gaming is concentrated among men living with parents, and is not uniform for all ages of young adults. The data further suggest that men exiting the work force do not exhibit significant preferences for gaming leisure.

Keywords: Time use; video games; labor supply (search for similar items in EconPapers)
JEL-codes: J1 J22 (search for similar items in EconPapers)
Date: 2018-06-12
New Economics Papers: this item is included in nep-spo
References: View references in EconPapers View complete reference list from CitEc
Citations: Track citations by RSS feed

Downloads: (external link) original version (application/pdf) revised version (application/pdf) revised version (application/pdf) revised version (application/pdf)

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link:

Access Statistics for this paper

More papers in MPRA Paper from University Library of Munich, Germany Ludwigstraße 33, D-80539 Munich, Germany. Contact information at EDIRC.
Bibliographic data for series maintained by Joachim Winter ().

Page updated 2023-11-11
Handle: RePEc:pra:mprapa:87311