2014
DOI: 10.1007/s10824-014-9229-y
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Video games playing: A substitute for cultural consumptions?

Abstract: This article provides an applied investigation of video game users. We estimate zero-inflated ordered probit models to control for an excess of zeros in our ordinal dependent variable. We find that video games playing is not negatively associated with the involvement in other cultural practices. On the contrary, instead of being a substitute for more traditional forms of cultural consumption, the probability of game playing increases with the consumption of other cultural goods (e.g., listening to music or wat… Show more

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Cited by 34 publications
(24 citation statements)
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“…The study also shows that males typically score higher on the achievement component versus females, who tend to score higher on the social component. However, the relative focus on achievement is also found to decline significantly with age, with the probability of playing video games decreasing with age at a diminishing rate (Borowiecki & Prieto‐Rodriguez, ). The same authors also find that a typical video game player is a young male who lives in an urban area and has access to new technologies.…”
Section: Theoretical Background and Hypothesesmentioning
confidence: 99%
“…The study also shows that males typically score higher on the achievement component versus females, who tend to score higher on the social component. However, the relative focus on achievement is also found to decline significantly with age, with the probability of playing video games decreasing with age at a diminishing rate (Borowiecki & Prieto‐Rodriguez, ). The same authors also find that a typical video game player is a young male who lives in an urban area and has access to new technologies.…”
Section: Theoretical Background and Hypothesesmentioning
confidence: 99%
“…So, the vast majority of observations (93.6%) take value 0 in the dependent variable (job search area). This justifies the use of a Zero-Inflated Ordered Probit (ZIOP) to estimate the model (see, Harris andZhao, 2007 andBorowiecki andPrieto, 2015, for a detailed technical description of the ZIOP model). This model accounts for the overrepresentations of zeros and provides two different equations.…”
Section: Estimations and Resultsmentioning
confidence: 96%
“…The reason why game playing frequency decrease with age is dependent on a range of determinants. Borowiecki and Prieto-Rodriguez (2014) investigates video game playing as a cultural consumption like other art activities by taking into account socioeconomic variables as well as demographic and geographic factors. They divide gamers into two groups: those who never play and those who are likely to play, adding that they are both 'heterogeneous populations'.…”
Section: Gamersmentioning
confidence: 99%