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‘Cutting class to play video games’

机译:“参加视频游戏课”

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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. (C) 2017 Elsevier B.V. All rights reserved.
机译:电子游戏代表了一类新的休闲活动,它利用信息技术的进步。这些越来越流行的娱乐活动可能会挤占其他活动的时间。我利用视频游戏受欢迎度的每周变化来确定视频游戏玩时间的变化,这可能是由于游戏质量的变化而不是个人选择游戏而引起的。我发现,随着视频游戏销量的增长,学生们会花更多的时间在玩游戏上,而花在上课和做家庭作业上的时间更少。对大学生和低收入者的不同影响表明,这些群体的影响很大。基于ICT的新兴消遣,例如使用在线社交媒体,可能会产生类似的影响。 (C)2017 Elsevier B.V.保留所有权利。

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