During the first decade and a half of this century, young American men devoted a growing amount of time to computer and video games and a shrinking amount to work. In a 2017 paper that received tons of attention, four economists proposed that better games (“improved leisure technology”) were luring young men away from the workplace. In a response that received less attention but that I found more convincing, economist Gray Kimbrough argued that the interaction between weak labor demand and “a shift in social norms (that) rendered playing video games more acceptable at later ages” explained the data better.
It may be time for some new hypotheses. Statistics released last month
by the US Bureau of Labor Statistics from the annual American Time Use Survey show that the time young men spent “playing games” — the survey doesn’t differentiate between electronic and non-electronic games, but most researchers assume it’s chiefly the former — rose by nearly three-quarters of an hour from 2019 to 2022, more than it had increased over the previous 16 years.
The share of men ages 15 to 24 who spent at least some time playing games on an average day topped 50 percent for the first time in 2022, at 52.4 percent. Before the electronic era, playing games was often a social activity (bridge, anyone?), and it’s possible that part of what’s been transpiring is that the social aspect of gaming has made a comeback, with a big boost from
pandemic lockdowns during which multiplayer online games provided a socially distanced way to spend time with friends.
Then there’s the question of games versus work. The 20-to-24 age group has lagged both teenagers and prime-age (25 to 54) workers in the job market recovery of the past three years, with labor-force participation still down 2.1 percentage points since February 2020 among the men, as of May, and 1.3 points among the women. I don’t think games are really the cause of this, but the big increase in time spent on them could be a symptom of the disruption the pandemic caused for a subset of young adults who had just joined or were on the cusp of joining the labor market, and it’s possible that heavy video game use is making it harder for some to get their lives back on track. Among men ages 15 to 24 who spent at least some time playing games on an average day in 2022, the average time spent was 3.82 hours, which is a pretty significant chunk of the day, and 8 percent of those in the age group played for six or more hours a day. I think that might be too much!
Don’t worry, though, I’m not going to conclude this column by yelling at the youngsters to stop spending so much time playing video games. How could I, given that young men and their gaming consoles still don’t hold a candle to old men and their televisions? American men 65 and older spent an average of just more than five hours a day watching TV in 2022, up from just more than four in 2003.
Justin Fox is a Bloomberg Opinion columnist covering business, economics and other topics involving charts. Views are personal and do not represent the stand of this publication.
Credit: Bloomberg
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