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Video games playing: A substitute for cultural consumptions?

Author

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  • Karol Borowiecki
  • Juan Prieto-Rodriguez

Abstract

This article discusses some economic and cultural features of video games and posits that this medium belongs within the core of cultural economics. We further provide an applied investigation of video game usage. Using data for Spain, we estimate zero-inflated ordered probit models to control for an excess of zeros in our ordinal dependent variable. We find that the probability of game playing increases with the consumption of other cultural goods (e.g., listening to music or watching television) or active involvement in artistic activities (e.g., writing or visual arts production). Game playing is in general an urban phenomenon; it is positively associated with the ownership of home equipment and access to new technologies, but decreases with greater time restrictions of a person. The main differences to the traditional art formats is that game playing appeals particularly to younger, usually less educated cohorts. Copyright Springer Science+Business Media New York 2015

Suggested Citation

  • Karol Borowiecki & Juan Prieto-Rodriguez, 2015. "Video games playing: A substitute for cultural consumptions?," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 39(3), pages 239-258, August.
  • Handle: RePEc:kap:jculte:v:39:y:2015:i:3:p:239-258
    DOI: 10.1007/s10824-014-9229-y
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    Cited by:

    1. Concetta Castiglione & Roberto Zanola, 2019. "The Demand and Supply for Popular Culture: Evidence from Italian Circuses," Italian Economic Journal: A Continuation of Rivista Italiana degli Economisti and Giornale degli Economisti, Springer;Società Italiana degli Economisti (Italian Economic Association), vol. 5(3), pages 349-367, October.
    2. E. Bertacchini & A. Venturini & R. Zotti, 2022. "Drivers of cultural participation of immigrants: evidence from an Italian survey," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 46(1), pages 57-100, March.
    3. Christopher S. Brunt & Amanda S. King & John T. King, 2020. "The influence of user-generated content on video game demand," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 44(1), pages 35-56, March.
    4. Janowska, Anna Anetta & Malik, Radosław, 2020. "Digitization in museums: Between a fashionable trend and market awareness," Studia z Polityki Publicznej / Public Policy Studies, Warsaw School of Economics, vol. 7(3), pages 1-15, October.
    5. Marvao, Catarina & Borowiecki, Karol, 2015. "Dance Participation and Attendance in Denmark," SITE Working Paper Series 33, Stockholm School of Economics, Stockholm Institute of Transition Economics.
    6. Borowiecki, Karol J. & Bakhshi, Hasan, 2018. "Did you really take a hit? Understanding how video games playing affects individuals," Research in Economics, Elsevier, vol. 72(2), pages 313-326.
    7. Jesus Lechuga Montenegro & Marissa Reyes Godinez, 2017. "The New Scenarios of Culture: Some Economic Challenges," ACEI Working Paper Series AWP-03-2017, Association for Cultural Economics International, revised Mar 2017.
    8. Sven Heidenreich & Franziska Handrich & Tobias Kraemer, 2023. "Flawless victory! Investigating search and experience qualities as antecedent predictors of video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 33(1), pages 1-20, December.
    9. Victoria Ateca-Amestoy & Arantza Gorostiaga & Máximo Rossi, 2020. "Motivations and barriers to heritage engagement in Latin America: tangible and intangible dimensions," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 44(3), pages 397-423, September.
    10. Pascal Courty & Fenghua Zhang, 2018. "Cultural participation in major Chinese cities," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 42(4), pages 543-592, November.
    11. Borowiecki, Karol J. & Bakshi, Hasan, 2017. "Video games as cultural participation: understanding games playing in England using the Taking Part survey," Discussion Papers on Economics 5/2017, University of Southern Denmark, Department of Economics.
    12. Zasimova, Liudmila, 2022. "The association between fast-food consumption and job-related factors among Russian adults," Economics & Human Biology, Elsevier, vol. 46(C).
    13. Sara Suarez-Fernandez & Juan Prieto-Rodriguez & Maria Jose Perez-Villadoniga, 2020. "The changing role of education as we move from popular to highbrow culture," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 44(2), pages 189-212, June.
    14. Hasan Bakhshi & Salvatore Novo & Giorgio Fazio, 2023. "The “Great Lockdown” and cultural consumption in the UK," Journal of Cultural Economics, Springer;The Association for Cultural Economics International, vol. 47(4), pages 555-587, December.
    15. Daniel Kaimann & Nadja Maraun & Joe Cox, 2016. "Identifying the preferences and heterogeneity of consumer groups in multiplayer video games," Working Papers CIE 94, Paderborn University, CIE Center for International Economics.
    16. Karol J. Borowiecki & Juan Prieto-Rodriguez, 2017. "The Cultural Value and Variety of Playing Video Games," ACEI Working Paper Series AWP-01-2017, Association for Cultural Economics International, revised Jan 2017.

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    More about this item

    Keywords

    Cultural participation; Video games; Zero-inflated ordered probit model; D12; R12; I29; J29; Z11;
    All these keywords.

    JEL classification:

    • D12 - Microeconomics - - Household Behavior - - - Consumer Economics: Empirical Analysis
    • R12 - Urban, Rural, Regional, Real Estate, and Transportation Economics - - General Regional Economics - - - Size and Spatial Distributions of Regional Economic Activity; Interregional Trade (economic geography)
    • I29 - Health, Education, and Welfare - - Education - - - Other
    • J29 - Labor and Demographic Economics - - Demand and Supply of Labor - - - Other
    • Z11 - Other Special Topics - - Cultural Economics - - - Economics of the Arts and Literature

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