1 Department of Business and Economics, Faculty of Business and Social Sciences, SDU2 University of Oviedo3 Department of Business and Economics, Faculty of Business and Social Sciences, SDU
This article provides 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.
Journal of Cultural Economics, 2015, Vol 39, Issue 3, p. 239-258