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There has been a growing concern in recent years over the economic and social effects of adult video gaming. It has been estimated that the number of people who played video games during the COVID-19 pandemic is close to three billion, and there is evidence that this form of entertainment is here to stay. Many people are concerned that this growing use of time could crowd out time spent in alternative forms of entertainment with family, friends, sports, and other social activities that build community. For example, recent studies of children suggest that playing video games crowds out time spent on homework, watching TV, or in other social activities. Similar studies of adults have shown that video gaming is negatively associated with earnings, time spent at work, and socializing with others. The primary objective of this paper is to examine how time spent on video gaming could displace time which could be spent on other activities which enhance individual wellbeing and promote civic engagement. We use data from the American Time Use Survey (ATUS), maintained by the Bureau of Labor Statistics, to analyze the effects of time use decisions on three measures of wellbeing and civic engagement. We pool the ATUS Well-being Module for multiple years 2010, 2012, 2013, and 2021 along with the ATUS Activity and Who files for these years. This pooled data set provides three broad measures of wellbeing, e.g., general wellbeing, emotional wellbeing, and health, each of which is used as a dependent variable in different multivariate regression models. We add to the existing literature in the following ways. First, we investigate the relationship between gaming and adults’ emotional wellbeing, known as negative or positive affect, a factor related to depression, health, and labor market productivity. Second, we investigate whether the time spent in gaming crowds out time which could be spent in social activities that build community and promote civic engagement. Preliminary results indicate that adult gaming is negatively related, at the 1% level of significance, to individuals’ health, general wellbeing, and crowds out the accrual of social capital, and time spent in civic engagement.
Presenter(s)
William Marquis, Providence College
Fang Dong, Providence College
A Study on the Relationship between Video Gaming and Adult Wellbeing, Health, and Civic Engagement
Category
Volunteer Session Abstract Submission
Description
Session: [301] WELFARE ECONOMICS
Date: 7/6/2023
Time: 8:15 AM to 10:00 AM
Date: 7/6/2023
Time: 8:15 AM to 10:00 AM