nep-cul New Economics Papers
on Cultural Economics
Issue of 2018‒11‒05
three papers chosen by
Roberto Zanola
Università degli Studi del Piemonte Orientale

  1. Film as a Mass Medium: Audience Perception of Home Video Films as Representation of Realities in Nigeria (Study of Residents in Awka South) By Nwokedi, Miracle Ekpereamaka
  2. Small screen, big echo? Estimating the political persuasion of local television news bias using Sinclair Broadcast Group as a natural experiment By Antonela Miho
  3. eSports: Profile of Participants, Complementarity with Sports and its Perception as Sport. Evidence From Sports Video Games By Jaume Garcia-Villar

  1. By: Nwokedi, Miracle Ekpereamaka
    Abstract: The proliferation of home videos amongst other variables has been viewed as a major threat to creating narratives that truly represent the society. This study examines, using Nigeria as a context, the representation of reality in home video films. Gathering respondents from Awka South, a local government area in the south eastern part of Nigeria, the study employed the survey research design with a sample size of 400. The result of the analysis showed that home video film audiences perceived representation of realities in the society in home video films. The study draws from the reflective-projective theory of communication as the theoretical underpinning that provided insight on how the media mirrors the society.
    Keywords: Home Videos; Awka South; Audience; Media
    JEL: Y40 Y80
    Date: 2018–09–26
    URL: http://d.repec.org/n?u=RePEc:pra:mprapa:89256&r=cul
  2. By: Antonela Miho (PSE - Paris School of Economics)
    Abstract: We investigate the effect of biased local TV news on electoral outcomes using the quasi-random expansion of the U.S. media conglomerate: Sinclair Broadcast Group. We document Sinclair's pattern of bias to argue its local news programming exhibits a conservative slant since the 2004 election, though they have operated local TV stations since 1971. Using a DiD methodology through a dynamic two way fixed effect model, we argue that, conditional on a set of controls, the within county evolution of electoral outcomes would have been the same, absent the availability of a biased Sinclair major affiliate TV station. On average, we estimate that an extra year of coverage increases the presidential Republican two party vote share by .136% points within a county. Yet, we find no average effect across election years nor a complementary effect on voter turnout. We also consider the effect of Sinclair coverage by treatment cohort and given the partisan leaning of the county. Our estimates imply biased Sinclair news convinced 2.6-3.5% of its audience to vote Republican, depending on the sample considered. The totality of our results suggest that political persuasion is a dynamic process that takes time and that serves to entrench pre-existing beliefs. Our findings are robust to a series of checks, though a more precise definition of treatment may be helpful to increase the power of our strategy to detect an average global effect.
    Keywords: Broadcasting,Media,Democracy,Voting,Election,News
    Date: 2018–10–15
    URL: http://d.repec.org/n?u=RePEc:hal:wpaper:hal-01896177&r=cul
  3. By: Jaume Garcia-Villar
    Abstract: Research question: This study investigates three issues associated to the growing industry of eSports: the picture of participants in eSports and the correlates of the intensity of this participation; the complementary/substitutability relationship between eSports and traditional sports; and the perception of eSports as sport by the population. Research methods: Discrete choice, two-part and regression models are estimated using a sample of 11,018 individuals from the Survey on Sports Habits in Spain 2015. Results and Findings: The association of the correlates follows different patterns depending on whether considering participation or the intensity of this participation in eSports and also in terms of gender. Using different approaches, a significant degree of complementarity between participation and interest in eSports and traditional sports is estimated. For young people interested in eSports seems to an element influencing the overall interest in sports. Implications: Taking into account the different association of the correlates with the participation and the intensity of participation in eSports, this information could be used by firms in order to define marketing and brand investment strategies. The estimated complementarity between eSports and traditional sports should influence how the actual stakeholders in traditional sports define future strategies to favour the growth of both industries. The fact that eSports is increasingly perceived as a sport should have an influence, among others, in the collection of data on sports habits, in the way these activities are regulated and in the organization of multi-sport events, like the Olympic Games.
    Keywords: eSports, discrete choice models, two-part model, complementarity, perception as sport.
    JEL: C25 L83
    Date: 2018–10
    URL: http://d.repec.org/n?u=RePEc:bge:wpaper:1059&r=cul

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