Las Vegas Review-Journal (Sunday)

All play and no work

Video games could be causing big problem for America

- By ANA SWANSON

Danny Izquierdo, a 22-yearold who lives with his parents in Silver Spring, Md., has found little satisfacti­on in a series of parttime, low-wage jobs he’s held since graduating from high school. But the video games he plays, including “FIFA 16” and “Rocket League” on PlayStatio­n and Pokémon Go on his smartphone, are a different story.

“When I play a game, I know if I have a few hours I will be rewarded,” he said. “With a job, it’s always been up in the air with the amount of work I put in and the reward.”

Izquierdo represents a group of video-game-loving Americans who, according to new research, may help explain one of the most alarming aspects of the nation’s economic recovery: Even as the unemployme­nt rate has fallen to low levels, an unusually large percentage of able-bodied men, particular­ly the young and lesseducat­ed, are either not working or not working full-time.

Most of the blame for the struggle of male, less-educated workers has been attributed to lingering weakness in the economy, particular­ly in male-dominated industries such as manufactur­ing. Yet in the new research, economists from Princeton, the University of Rochester and the University of Chicago say that an additional reason many of these young men — who don’t have college degrees — are rejecting work is that they have a better alternativ­e: living at home and enjoying video games. Surveys suggest that young men are happier for it.

“Happiness has gone up for this group, despite employment percentage­s having fallen, and the percentage living with parents going up. And that’s different than for any other group,” says the University of Chicago’s Erik Hurst, an economist at the Booth School of Business who helped lead the research.

While young men might temporaril­y enjoy a life of leisure, the implicatio­ns could be troubling for them as well as the economy. The young men aren’t gaining job experience that will better equip them to work in their 30s and 40s. That, in turn, could lead to a lifetime of decreased wages, limited opportunit­ies and challenges such as depression and drug use — problems that the United States is already seeing in areas hit with heavy job losses.

At the same time, if a historical­ly vibrant portion of the population doesn’t feel as much desire to work, this could harm the economy’s future and the ability of government to use policy to create jobs. “That’s a big chunk of labor that could be used for something, and we’re not using it,” said Greg Kaplan, an economist at the University of Chicago who was not involved with the new research.

As of last year, 22 percent of men between the ages of 21 and 30 with less than a bachelor’s degree reported not working at all in the previous year — up from only 9.5 percent in 2000. Overall, only 88 percent of men between the ages of 25 and 54 are working or looking for work, the third-lowest among 34 developed countries, according to the White House’s Council of Economic Advisers.

Young men without college degrees have replaced 75 percent of the time they used to spend working with time on the computer, mostly playing video games, according to the study, which is based on the Census Bureau’s time-use surveys. Before the recession, from 2004 to 2007, young, unemployed men without college degrees were spending 3.4 hours per week playing video games. By 2011 to 2014, that time had shot up to 8.6 hours per week on average.

The researcher­s are not merely saying that young men, out of work, are turning to video games. They’re saying that increasing­ly sophistica­ted video games are luring young men away from the work-force. To determine this, the researcher­s analyzed changes in how people were allocating their time to leisure, and ran statistica­l tests that they say show that technologi­cal improvemen­ts are pushing people to spend much more time playing video games. That, in turn, is changing people’s trade-offs about when to work and when to play.

“People have switched so much time, more time than we would have predicted, to computers and video games, and our model attributes that to technologi­cal progress,” Hurst said.

The paper attributes one-third to one-fifth of the decline in work hours by less-educated young men to the rising use of technology for entertainm­ent — mainly video games. The new study has not yet been published in a peer-reviewed journal, and the researcher­s say they are continuing to refine the precise figures. But other prominent economists who reviewed it for this story said it raises important questions about why so many young men have abandoned the work-force.

A few decades ago, an unemployed person might be stuck on the couch watching TV, isolated and depressed. Today, cheap or free services such as Facebook, Snapchat, YouTube and Netflix provide seemingly endless entertainm­ent options and an easy connection to the outside world. Video games, in particular, provide a strong community and a sense of achievemen­t that, for some, realworld jobs lack.

Jacob Barry, a 21-year-old from Grosse Point, Mich., who works part-time making sandwiches at a Jimmy John’s and dreams of becoming a therapist, says the community — as well as a sense of escape — is what draws him to video games. After logging as many as 40 hours per week playing games, Barry realized that he was using games as a way to avoid the pressures of working life.

Barry dropped out of college because he was not sure the high cost of tuition would pay off, but he now feels stuck in a minimum-wage food service job. He wishes he could find a career like his grandfathe­r, who joined the phone company after high school and worked there for decades. “But there’s no option to do that,” he says.

One reason young men are drawn to games is their extremely low cost, after the initial outlay for a computer or gaming system. Young men such as Barry are also helped out economical­ly by living at home. In the United States, nearly two-thirds of nonworking, less-educated young men live with parents or other family members, up from about one-third before the recession. For the first time since the 1930s, in fact, more U.S. men aged 18-34 are living with their parents than with romantic partners, according to the Pew Research Center.

For Izquierdo, the 22-year-old in Silver Spring, video games provide a respite from job-market pressures. The son of immigrants from Guatemala, Izquierdo dreams of becoming a graphic designer but has had trouble finding a job that offers sufficient working hours and opportunit­y for advancemen­t.

“As a young, first-generation male, there’s a lot of expectatio­ns. So it’s kind of cool to pop on a game … and you will be rewarded for doing small tasks,” he says. “They just make me happy.”

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