The Phnom Penh Post

Gaming: why some men don’t work

- Quoctrung Bui

IF INNOVATION­S in housework helped free women to enter the labour force in the 1960s and 1970s, could innovation­s in leisure – like League of Legends – be taking men out of it today?

That’s the logic behind a new working paper released on Monday by the National Bureau of Economic Research. The paper – by economists Erik Hurst, Mark Aguiar, Mark Bils and Kerwin Charles – argues that video games help explain why younger men are working fewer hours.

That claim got a lot of attention last year when the University of Chicago published a graduation speech given by Hurst at its business school, where he discussed some of his preliminar­y findings. He says the paper is now ready to be read by the public.

By 2015, American men 31 to 55 were working about 163 fewer hours a year than that same age group did in 2000. Men 21 to 30 were working 203 fewer hours a year. One puzzle is why the working hours for young men fell so much more than those of their older counterpar­ts. The gap between the two groups grew by about 40 hours a year.

Other experts have pointed to a host of reasons – globalisat­ion, technologi­cal change, the shift to service work – that employers may not be hiring young men. Instead of looking at why employers don’t want young men, this group of economists considered a different question: Why don’t young men want to work?

Hurst and his colleagues estimate that, since 2004, video games have been responsibl­e for reducing the amount of work that young men do by 15 to 30 hours over the course of a year. Using the recession as a natural experiment, the authors studied how people who suddenly found themselves with extra time spent their leisure hours, then estimated how increases in video game time affected work.

Stagnant wages

Between 2004 and 2015, young men’s leisure time grew by 2.3 hours a week. A majority of that increase – 60 percent – was spent playing video games. In contrast, young women’s leisure time grew by 1.4 hours a week. A negligible amount of that extra time was spent on video games. Likewise for older men and older women: Neither group reported having spent any meaningful extra free time playing video games.

The analysis excluded fulltime students, and showed that the amount of time young men spent on household chores or child care was not going up.

In some ways, the increase in video game time for men makes sense: Median wages for men have been stagnant for decades. Over the same period, the quality of video games has grown significan­tly. In the 1990s, games like Mario Bros. were little more than eight-bit virtual toys. Today, you and your closest buddies can go on quests in games like World of Warcraft that can last for days.

Large, social video games did not become hugely popular until the release of World of Warcraft in late 2004. These games are very different from more rudimentar­y games like Pong and Space Invaders that older men grew up playing.

A neverendin­g story

Experts say that the social aspect is particular­ly important.

“Games provide a sense of waking in the morning with one goal: I’m trying to improve this skill, teammates are counting on me, and my online community is relying on me,” said Jane McGonigal, a video game scholar and game designer. “There is a routine and daily progress that does a good job at replacing traditiona­l work.”

Adam Alter, a professor of marketing and psychology at New York University who studies digital addiction, highlighte­d the fact that, unlike TV shows or concerts, today’s video games don’t end.

Most forms of entertainm­ent have some form of a stopping cue – signals that remind you that a certain act or episode is ending, like a commercial or a timer. “Many video games don’t have them,” Alter said. “They’re built to be endless or have long-range goals that we don’t like to abandon.”

These characteri­stics make video games attractive to many people, and 41 percent of the American game-playing population are women, according to the video gaming advocacy group Entertainm­ent Software Associatio­n. But this data showed no increase in video game time for women.

Hurst argues that women are more likely to choose the types of mobile games that people tend to play while doing something else, like riding in a car or standing in line. The time use survey captures only people’s primary activity, not the secondary nature of casual mobile games like Candy Crush.

The analysis also did not count activities like using Facebook and Snapchat or browsing the web. Time spent on those activities did not grow as much as time spent on video games.

Some economists are sceptical of the conclusion­s, pointing out that the labor force participat­ion rates for young men in other countries where video games are popular, like Japan, have not fallen in similar fashion.

 ?? JEAN CHUNG/THE NEW YORK TIMES ?? As video games have gotten more technicall­y advanced, they’ve also gotten more entrancing. Young men, in particular, are spending more time playing.
JEAN CHUNG/THE NEW YORK TIMES As video games have gotten more technicall­y advanced, they’ve also gotten more entrancing. Young men, in particular, are spending more time playing.

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