کد مقاله | کد نشریه | سال انتشار | مقاله انگلیسی | نسخه تمام متن |
---|---|---|---|---|
7354400 | 1477168 | 2018 | 9 صفحه PDF | دانلود رایگان |
عنوان انگلیسی مقاله ISI
“Cutting class to play video games”
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کلمات کلیدی
موضوعات مرتبط
علوم انسانی و اجتماعی
مدیریت، کسب و کار و حسابداری
مدیریت فناوری و نوآوری
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چکیده انگلیسی
Video games represent a class of new leisure activity that makes use of advances in information technology. These increasingly popular pastimes can crowd out time spent on other activities. I exploit week-to-week variation in video game popularity to identify variation in video game playing time likely due to changes in game quality rather than to individuals selecting into gaming. I find that when video game sales increase, students spend more time playing games, and less time attending class and doing homework. Differential effects for college students and those with lower incomes indicate large effects for these groups. Newly developing ICT based pastimes, such as use of online social media, could have similar effects.
ناشر
Database: Elsevier - ScienceDirect (ساینس دایرکت)
Journal: Information Economics and Policy - Volume 42, March 2018, Pages 11-19
Journal: Information Economics and Policy - Volume 42, March 2018, Pages 11-19
نویسندگان
Michael R. Ward,