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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
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https://mpra.ub.uni-muenchen.de/87311/1/MPRA_paper_87311.pdf original version (application/pdf)
https://mpra.ub.uni-muenchen.de/90055/1/MPRA_paper_90055.pdf revised version (application/pdf)
https://mpra.ub.uni-muenchen.de/91191/4/MPRA_paper_91191.pdf revised version (application/pdf)
https://mpra.ub.uni-muenchen.de/100245/1/MPRA_paper_100245.pdf revised version (application/pdf)

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