nep-cul New Economics Papers
on Cultural Economics
Issue of 2022‒04‒04
three papers chosen by
Roberto Zanola
Università degli Studi del Piemonte Orientale

  1. Loneliness and health among the elderly.The role of cultural heritage and relationship quality By Elizabeth Casabianca; Matija Kovacic
  2. Constructing a NFT Price Index and Applications By Hugo Schnoering; Hugo Inzirillo
  3. The Development Process, Scale and Scope of Console Game Industry in Japan: Through Analysis of a Multiple Connected Dataset By HARA, Yasushi; Huang, Wei; Fukuda, Kazufumi; Ikuine, Fumihiko

  1. By: Elizabeth Casabianca (Joint Research Centre (JRC),Ivrea); Matija Kovacic (Department of Economics, University Of Venice CÃ Foscari; Joint Research Centre (JRC), Ivrea)
    Abstract: We estimate the direct causal effect of loneliness on a variety of health outcomes using a sample of second-generation immigrants drawn from the Survey of Health, Ageing and Retirement in Europe. In an effort to account for the endogeneity of self-declared loneliness, we explore the link between loneliness and a specific cultural trait strongly associated with quality of relations and use maternal cultural background as an instrument for loneliness. We thus also assess the importance of cultural heritage in shaping individuals' perceptions of loneliness. Additionally, we investigate one pathway by which some specific ancestral factors may influence the formation of cultural traits in the modern era. Our results suggest that loneliness has a significant impact on health, both mental and physical. Notably, our identification strategy allows us to uncover a more severe effect of loneliness on health than that found in an OLS setting. These findings are robust to a battery of sensitivity checks.
    Keywords: Loneliness, relationship quality, culture, mental health, physical health
    JEL: I12 I14 J14 D91 Z13
    Date: 2022
    URL: http://d.repec.org/n?u=RePEc:ven:wpaper:2022:01&r=
  2. By: Hugo Schnoering; Hugo Inzirillo
    Abstract: We are witnessing the emergence of a new digital art market, the art market 3.0. Blockchain technology has taken on a new sector which is still not well known, Non-Fungible tokens (NFT). In this paper we propose a new methodology to build a NFT Price Index that represents this new market on the whole. In addition, this index will allow us to have a look on the dynamics and performances of NFT markets, and to diagnose them.
    Date: 2022–02
    URL: http://d.repec.org/n?u=RePEc:arx:papers:2202.08966&r=
  3. By: HARA, Yasushi; Huang, Wei; Fukuda, Kazufumi; Ikuine, Fumihiko
    Abstract: How has the Japanese game industry developed? What impact have the changes in game hardware and the emergence of smartphones had on the game industry? There have been several studies addressing this question (Shintaku et al. 2003, Storz 2008, Uemura et al. 2013, Koyama 2016). Most existing studies, however, have primarily relied on qualitative research methods, based on surveys and interviews of respondents. In contrast, this study tackles the same question with a data science approach. By doing so, we hope to compleme nt the results of previous studies. We will combine several databases created for different purposes in our approach. One such database is that of Teikoku Databank (Corporate DB), which provides information on the financial and credit standing of companies. The others are the "RCGS Collection," a catalog of the holdings of the Game Research Center of Ritsumeikan University, and the "Media Arts Database," a comprehensive catalog of media arts by the Agency for Cultural Affairs (bibliography DBs), which were created to understand the cultural value of games. Using the bibliography databases to link the entities of organizations involved in publishing and developing products to the aspects of corporate management in the corporate database, we aim to clarify both the reality of the economy that supports culture and the context of culture created from economic intentions. This study focuses on the same market among t he game industry since the main target of the bibliographic database is home video game software (Console Game Industry).Based on the dataset we developed, we verified existing findings about the size and scope of the industry (Console Game Industry) and discovered new ones. In terms of the number of companies involved in the industry, the 2000s represented the largest number. As for the number of companies entering the industry, we found it increasing continuously until the early 2000s, and then stagnating after 2010 (Figure. 1).. For the average number of employees, we confirmed a gradual decrease until the early 2000s (Figure. 2). Additionally, we found that capital increased rapidly in the 1980s (Figure. 3), and sales decreased after the mid-1990s (Figure. 4). Our future plans include using transaction data from the corporate database in order to clarify the formation and development of transaction networks. We will also examine the eff ect of events such as the shift in game hardware generations and the emergence of smart phones.
    Date: 2021–07
    URL: http://d.repec.org/n?u=RePEc:hit:tdbcdp:e-2021-03&r=

This nep-cul issue is ©2022 by Roberto Zanola. It is provided as is without any express or implied warranty. It may be freely redistributed in whole or in part for any purpose. If distributed in part, please include this notice.
General information on the NEP project can be found at http://nep.repec.org. For comments please write to the director of NEP, Marco Novarese at <director@nep.repec.org>. Put “NEP” in the subject, otherwise your mail may be rejected.
NEP’s infrastructure is sponsored by the School of Economics and Finance of Massey University in New Zealand.