Leisure Luxuries and the Labor Supply of Young Men

Working Paper: NBER ID: w23552

Authors: Mark Aguiar; Mark Bils; Kerwin Kofi Charles; Erik Hurst

Abstract: 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.

Keywords: Leisure; Labor Supply; Young Men; Gaming Technology

JEL Codes: D1; E24; J01; J2


Causal Claims Network Graph

Edges that are evidenced by causal inference methods are in orange, and the rest are in light blue.


Causal Claims

CauseEffect
improved leisure technology (O39)labor supply of younger men (J49)
innovations in gaming and recreational computer use since 2004 (L83)increase in leisure time for younger men (J29)
increase in leisure time (J29)decline in market hours of younger men (J29)
1% increase in leisure time (J29)more than 2% increase in gaming time for younger men (J29)

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