Amialchuk Aliaksandr, Kotalik Ales
Department of Economics, University of Toledo, Toledo, Ohio, United States of America.
Division of Biostatistics, School of Public Health, University of Minnesota, Minneapolis, Minnesota, United States of America.
PLoS One. 2016 Aug 5;11(8):e0160664. doi: 10.1371/journal.pone.0160664. eCollection 2016.
The goal of this paper is to estimate peer influence in video gaming time among adolescents. Using a nationally representative sample of the U.S. school-aged adolescents in 2009-2010, we estimate a structural model that accounts for the potential biases in the estimate of the peer effect. Our peer group is exogenously assigned and includes one year older adolescents in the same school grade as the respondent. The peer measure is based on peers' own reports of video gaming time. We find that an additional one hour of playing video games per week by older grade-mates results in .47 hours increase in video gaming time by male responders. We do not find significant peer effect among female responders. Effective policies aimed at influencing the time that adolescents spend video gaming should take these findings into account.
本文的目的是估计青少年在电子游戏时间方面的同伴影响。利用2009 - 2010年美国学龄青少年具有全国代表性的样本,我们估计了一个结构模型,该模型考虑了同伴效应估计中的潜在偏差。我们的同伴群体是外生分配的,包括与受访者同校同年级且年长一岁的青少年。同伴测量基于同伴自己报告的电子游戏时间。我们发现,高年级同伴每周多玩一小时电子游戏会使男性受访者的电子游戏时间增加0.47小时。我们在女性受访者中未发现显著的同伴效应。旨在影响青少年电子游戏时间的有效政策应考虑到这些发现。