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We use detailed time-diary information on high school students' daily activities from the 2003-2008 American Time Use Surveys (ATUS) to investigate the effects of employment on the time a student spends on homework and other major activities. Time-diary data are more detailed and accurate than...
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Using the PISA surveys (2000-2012), this paper explores the relationship between math test scores and everyday computer gaming by gender and for high income and middle income countries. We use two identification strategies in the spirit of an ideal experiment that would reduce computer gaming...
Persistent link: https://www.econbiz.de/10011595214
Economic research on entertainment is scant despite its large share of time use. We test economic theories of belief-based utility in the context of video-game engagement. Using data on 2.8 million matches from League of Legends, we find evidence supporting reference-dependent preferences, loss...
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