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Leisure Luxuries and the Labor Supply of Young Men
Journal of Political Economy ( IF 9.637 ) Pub Date : 2021-02-01 , DOI: 10.1086/711916
Mark Aguiar 1, 2, 3, 4 , Mark Bils 1, 2, 3, 4 , Kerwin Kofi Charles 1, 2, 3, 4 , Erik Hurst 1, 2, 3, 4
Affiliation  

Younger men, ages 21 to 30, exhibited a larger decline in work hours over the last fifteen years than older men or women. Since 2004, time-use data show that younger men distinctly shifted their leisure to video gaming and other recreational computer activities. We propose a framework to answer whether improved leisure technology played a role in reducing younger men's labor supply. The starting point is a leisure demand system that parallels that often estimated for consumption expenditures. We show that total leisure demand is especially sensitive to innovations in leisure luxuries, that is, activities that display a disproportionate response to changes in total leisure time. We estimate that gaming/recreational computer use is distinctly a leisure luxury for younger men. Moreover, we calculate that innovations to gaming/recreational computing since 2004 explain on the order of half the increase in leisure for younger men, and predict a decline in market hours of 1.5 to 3.0 percent, which is 38 and 79 percent of the differential decline relative to older men.

中文翻译:

休闲奢侈品与青年劳动力供给

在过去的 15 年中,21 至 30 岁的年轻男性的工作时间下降幅度大于年长男性或女性。自 2004 年以来,时间使用数据显示,年轻男性明显地将他们的闲暇时间转移到视频游戏和其他娱乐性电脑活动上。我们提出了一个框架来回答改进的休闲技术是否在减少年轻男性的劳动力供应方面发挥了作用。起点是一个休闲需求系统,该系统与通常为消费支出估计的系统相似。我们表明,总休闲需求对休闲奢侈品的创新特别敏感,即对总休闲时间变化表现出不成比例反应的活动。我们估计,对于年轻男性来说,使用游戏/娱乐电脑显然是一种休闲奢侈品。而且,
更新日期:2021-02-01
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