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-based utility in the context of video-game engagement. Using data on 2.8 million matches from League of Legends, we find evidence …
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Subjective well-being (SWB) data is increasingly used to perform welfare analyses. Interpreted as 'experienced utility …', SWB has recently been compared to 'decision utility' using specific experiments, most often based on stated preferences …
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We estimate a dynamic programming model of schooling decisions in which the degree of risk aversion can be inferred from schooling decisions. In our model, individuals are heterogeneous with respect to school and market abilities but homogeneous with respect to the degree of risk aversion. We...
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