![]() ![]() This paper contributes to existing knowledge with empirical evidence on how leisure activities affect unemployment at the country level.Ĭompetitive computer gaming, known as electronic sport or esport, is growing and professionalizing profoundly during the past years with experts struggling to allocate it in society. ![]() While previous studies rely mostly on self-reported data, the authors suggest a new approach to measure video game popularity. The authors found a significant inverse relationship between income level and the effect of the popularity of video games on total and youth unemployment. In addition, the authors analyze this effect for countries with different levels of income and labor productivity. The authors’ results of regression analysis show a positive influence of the popularity of video games on the unemployment rate. The data set includes information about 191 countries between 20. The authors develop a theoretical model and empirically test it using the total prize money won by representatives of a country in a given season in eSports tournaments, via a panel regression model with the country-year as a unit of observation. In this study, the authors use eSports prizes as a proxy for the popularity of video games to analyze its influence on total and youth unemployment. Video games are considered as a leisure activity that makes being unemployed more attractive than before. ![]()
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