Abstract:The number of people who play video games has become close to three billion during the COVID-19 pandemic. Yet, video games' causal effect on well-being has been understudied, and most studies have relied on correlation. We select k6 and SWLS for measuring well-being and apply causal inference methods. We take advantage of a natural experiment where lotteries for purchasing video game consoles---the Nintendo Switch and the PlayStation 5---created a random variation in access to video games. Using online surveys… Show more
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