Video games playing: A substitute for cultural consumptions?

@article{Borowiecki2013VideoGP,
  title={Video games playing: A substitute for cultural consumptions?},
  author={Karol Jan Borowiecki and Juan Prieto-Rodriguez},
  journal={Journal of Cultural Economics},
  year={2013},
  volume={39},
  pages={239-258}
}
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… Expand

Tables from this paper

The Cultural Value and Variety of Playing Video Games
This paper compares different profiles of video game players and studies how these groups differ in their cultural consumptions patterns. By using a unique dataset on cultural participation inExpand
Video Games As Cultural Participation: Understanding Games Playing in England Using the Taking Part Survey
This study addresses the important and recurring question of whether playing video games is detrimental to the socio-economic development of a person. It does this by using novel data from the TakingExpand
Enhancing participation in the arts in the EU: Challenges and methods
This chapter compares different profiles of video game players and studies how these groups differ in their cultural consumptions patterns. By using a unique dataset on cultural participation inExpand
Did you really take a hit? Understanding how video games playing affects individuals
Abstract This study addresses the important and recurring question of whether playing video games is detrimental to the socio-economic development of a person. It does this by using novel data fromExpand
A Duration Model Analysis of Consumer Preferences and Determinants of Video Game Consumption
Despite the enormous revenues generated by the video game industry in recent years, relatively little research has been undertaken into consumer preferences and the determinants of video gameExpand
The influence of user-generated content on video game demand
TLDR
It is shown that multiplayer games, which are most likely to experience network effects, exhibit significantly decreased price sensitivity and an increased sensitivity to underlying quality but that the application of favorable tags does not impact demand differently for these goods. Expand
The changing role of education as we move from popular to highbrow culture
Education is the socioeconomic variable that has the greatest impact on cultural participation. A higher level of education leads to greater interest and taste for culture increasing the demand ofExpand
What predicts esports betting? A study on consumption of video games, esports, gambling and demographic factors
TLDR
Investigation of demographics, alongside consumption of video games, esports and gambling can predict esports betting activity suggests that while games may act as a vehicle for gambling content, highlighting the convergence of gaming and gambling, there is no intrinsic aspect which directly encourages gambling behaviours. Expand
May I have this dance? Dance participation and attendance in Denmark
ABSTRACT Although dancing is considered to be an important arts form, and is associated with various positive externalities, our understanding of the profiles of dancers and dance audiences areExpand
The Demand and Supply for Popular Culture: Evidence from Italian Circuses
Despite an extensive empirical literature on the determinants of cultural consumption, few studies focus on the demand for popular forms of culture (i.e. reality television, popular music, yellowExpand
...
1
2
3
...

References

SHOWING 1-10 OF 35 REFERENCES
Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities
In the past twenty years, the video game industry has established itself as a significant contributor to the global entertainment economy. Compared to more established entertainment industries suchExpand
The Gendering of Computer Gaming: Experience and Space
The increasing popularity of computer gaming as a contemporary leisure activity, together with the use of PCs and games consoles as leisure technologies are evidence of the increasing convergence ofExpand
Performing arts attendance: an economic approach
This paper examines to what extent art education, prices and standard socio-economic characteristics influence attendance at professional performing arts events (theatre, classical music, opera,Expand
Purchasing power parity and cultural convergence: evidence from the global video games market
A shared activity or pursuit can have the effect of bringing about cultural convergence in the form of patterns of behaviour and consumption. This idea is supported by the Axelrod (1997) thesis,Expand
Understanding Video Games: The Essential Introduction
TLDR
This expanded and revised second edition of Understanding Video Games provides a comprehensive introduction to the growing field of game studies, highlighting changes in the game business, advances in video game scholarship, and recent trends in game design and development including mobile, social, and casual gaming. Expand
EMPIRICAL STUDIES OF DEMAND FOR THE PERFORMING ARTS
While audience and participation surveys, as well as econometric demand studies, generally confirm that performing arts audiences are relatively elite, there are surprises. Education (despiteExpand
Video game demand in Japan: a household data analysis
Various economic studies of the video game industry have focused on intra-industry details. This article complements the approach by highlighting broader budget allocation by households. Using theExpand
Leisure cultures : investigations in sport, media and technology
Introduction - Scott Fleming and Ian Jones Section One The Gendering of Computer Gaming: Experience and Space - Jo Bryce and Jason Rutter The Global, the Local and the Subcultural: VirtualExpand
Is there a first mover advantage in the market for Japanese video games systems
The market for video games machines in Japan has evolved in a series of distinct and progressive generations, each displaying the characteristics of a standards war. In such a contest, a small numberExpand
Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002
TLDR
Estimation results suggest that introductory pricing is an effective practice at the beginning of the product cycle, and expanding software variety becomes more effective later, and a degree of inertia in the software market that does not exist in the hardware market. Expand
...
1
2
3
4
...