Toronto Star

Younger men avoiding work for video games?

- QUOCTRUNG BUI THE NEW YORK TIMES

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 the labour force today?

That’s the logic behind a new working paper released this week 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 aged 31 to 55 were working about 163 fewer hours a year than that same age group did in 2000. Men aged 21to 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, or a full workweek on average.

Other experts have pointed to a host of reasons — globalizat­ion, technologi­cal change, the shift to service work — to explain why employers may not be hiring young men. Instead of looking at why employers don’t want young men, this group of economists asked: 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. Between 2004 and 2015, young men’s leisure time grew by 2.3 hours a week. A majority of that increase — 60 per cent — was spent playing video games, according to government time use surveys. 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 full-time 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 such as Mario Bros. were little more than eight-bit virtual toys. Today, you can go on quests in games that can last for days.

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

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 signals that remind you a certain act or episode is ending, such as a commercial. “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, and 41 per cent of the American game-playing population is women, according to the video gaming advocacy group Entertainm­ent Software Associatio­n. But this data showed no increase in video game time for women.

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

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