nep-cul New Economics Papers
on Cultural Economics
Issue of 2024‒05‒06
three papers chosen by
Roberto Zanola, Università degli Studi del Piemonte Orientale


  1. Beliefs that Entertain By Ashvin Gandhi; Paola Giuliano; Eric Guan; Quinn Keefer; Chase McDonald; Michaela Pagel; Joshua Tasoff
  2. Consumer Perceptions Matter: A Case Study of an Anomaly in English Football By J. James Reade; Jan C. van Ours
  3. Science-fiction et technologie, entre obsession désirable et détestation By Sonia Adam-Ledunois; Sébastien Damart; Marie Roussie

  1. By: Ashvin Gandhi; Paola Giuliano; Eric Guan; Quinn Keefer; Chase McDonald; Michaela Pagel; Joshua Tasoff
    Abstract: Economic research on entertainment is scant despite its large share of time use. We test economic theories of belief-based utility in the context of video-game engagement. Using data on 2.8 million matches from League of Legends, we find evidence supporting reference-dependent preferences, loss aversion, preferences for surprise and suspense, preferences for clumped surprise, and flow theory from psychology. We then leverage our estimated model and an evolutionary algorithm to find the information-revealing process that maximizes player engagement. We find that the optimal version of the game has increased game play equivalent to 43% of the winner-loser gap.
    JEL: D8 D9
    Date: 2024–04
    URL: http://d.repec.org/n?u=RePEc:nbr:nberwo:32295&r=cul
  2. By: J. James Reade (Department of Economics, University of Reading); Jan C. van Ours (Erasmus School of Economics, Tinbergen Institute (Rotterdam) and ECASE (Erasmus Center for Applied Sports Economics), the Netherlands)
    Abstract: In 1983 England’s fifth-tier football competition introduced a two-points-for-a- home-win and three-points-for-an-away-win reward system. This system was abolished after three seasons. The anomalous point system may have been introduced to reduce home advantage but the reasons are not fully clear and neither are the reasons for abolishing the system shortly after its introduction. We find that the new point system did not affect match outcomes but it did influence match attendance negatively. We speculate that the alternative point system was perceived as unfair to potential buyers of seasonal tickets or individual match tickets some of whom as a response decided to avoid watching the game in person. Consumer perceptions seem to matter.
    Keywords: consumer behaviour, sports, football, performance
    JEL: D12 L83 Z21
    Date: 2024–04–16
    URL: http://d.repec.org/n?u=RePEc:rdg:emxxdp:em-dp2024-03&r=cul
  3. By: Sonia Adam-Ledunois (DRM - Dauphine Recherches en Management - Université Paris Dauphine-PSL - PSL - Université Paris sciences et lettres - CNRS - Centre National de la Recherche Scientifique); Sébastien Damart (DRM - Dauphine Recherches en Management - Université Paris Dauphine-PSL - PSL - Université Paris sciences et lettres - CNRS - Centre National de la Recherche Scientifique); Marie Roussie (DRM - Dauphine Recherches en Management - Université Paris Dauphine-PSL - PSL - Université Paris sciences et lettres - CNRS - Centre National de la Recherche Scientifique)
    Abstract: If technology is a major theme in science fiction (SF), its treatment in movies is heterogeneous. Based on a comparative analysis of three artworks of science fiction, Star Trek, The Matrix and Black Mirror, the article proposes to build a continuum of analysis about the place and role of technology in works of science-fiction. At one end of the continuum, technology is a background that is not the subject of debate, but which, eventually, is a framework that facilitates a debate on a societal issue. At another extreme, technology is threatening and consubstantially opens the door to post-humanism. Between the two extremes, SF provides a critique of the perverse and cynical uses that our societies make of new technologies.
    Abstract: Si la technologie est un thème majeur de la science-fiction (SF), son traitement dans les oeuvres audiovisuelles est hétérogène. À partir d'une analyse comparée de trois oeuvres de science-fiction, Star Trek, The Matrix et Black Mirror, l'article propose de construire un continuum d'analyse de la place et du rôle de la technologie dans les oeuvres de science-fiction. A un extrême du continuum, la technologie est un arrière-plan qui n'est pas objet de débat, mais qui, éventuellement, est un cadre qui facilite un débat sur un enjeu de société. A un autre extrême, la technologie est menaçante et ouvre consubstantiellement la porte du post humanisme. Entre les deux extrêmes, la SF fournit une critique des utilisations perverses et cyniques que nos sociétés font des nouvelles technologies.
    Keywords: Science-fiction, technologie, dystopie, hard SF, exofiction, cyberpunk, Star Trek, The Matrix, Black Mirror
    Date: 2024–03
    URL: http://d.repec.org/n?u=RePEc:hal:journl:hal-04515297&r=cul

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